Joonas Hirvonen
2004-01-15 22:00:23 UTC
Have you put any thought on improving the typical roguelike conversations?
I'd like that some important beings have several lines in certain situations
like:
- approach ... when the being is approached for the first time
- introduce ... "Hail to thee.. my name is ... " (introduced for the first
time)
- greetings ... "Nice to see you again.." (when met again)
- near death, dying ... when low at health
- help ... call for assistance,
Any more you can think of?
The problem is that I'm not sure which is the best way to give responses.
I'm not trying to do complex conversations. At the moment I think that
one-word keywords are the way to go. Keywords could be used for getting
quests, clues and information on quest items, people, places etc.
E.g. if player needs to find a sword of a lost hero, he could ask people if
they remember anything about him, his tomb etc.
Also, if you have any experience on making infofiles for quests, please
share. I'm trying to create some sort of file format to describe semi-random
quests.
I'd like that some important beings have several lines in certain situations
like:
- approach ... when the being is approached for the first time
- introduce ... "Hail to thee.. my name is ... " (introduced for the first
time)
- greetings ... "Nice to see you again.." (when met again)
- near death, dying ... when low at health
- help ... call for assistance,
Any more you can think of?
The problem is that I'm not sure which is the best way to give responses.
I'm not trying to do complex conversations. At the moment I think that
one-word keywords are the way to go. Keywords could be used for getting
quests, clues and information on quest items, people, places etc.
E.g. if player needs to find a sword of a lost hero, he could ask people if
they remember anything about him, his tomb etc.
Also, if you have any experience on making infofiles for quests, please
share. I'm trying to create some sort of file format to describe semi-random
quests.