Dialogue from components
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
Then, on the second thought. The point of game or movie is to let people experience something diferent from real world. Then what''s the point to create something so interactive just like the real world. Then, the impulse for a helluva detail adventure will be lost. Because, in the experience of the real world, it is kinda (very) hard for one person to create an epic adventure alone.
One alternative would be to encode each sentence and it''s corresponding real meaning in some internal structure like:
{ACTION=salute,SITUATION=leaving}:{"Bye","Bye now","See you","See you later"}
Well, this is from the top of my head to suggest an idea I have been thinking about for ages.
The idea would be that by defining some sort of structure that allow us to choose a pronounced sentence by looking up for the what we are trying to express, we could have quite a range of interesting possibilities. For instance this would also allow to have various languages encoded; you could have various registers of language (emphatic/pompous/respectuous, polite, everyday, vulgar/slang), and so on...
Sorry if this isnt very clear, it''s more AI than Game Writing, to be honest, but I just thought it might be of interest
Sancte Isidore ora pro nobis !
A = "Hello you"
B = "Go ahead"
C = "What do you wan of me?"
D = "Leave me alone"
random choice (A/B/C/D)
So the player can hear multiple responses. You can use a "Relation" value, so the respons is based on this value.
For Example:
A = "Hello you"
B = "Go ahead"
C = "What do you wan of me?"
D = "Leave me alone"
if (Relation = 50)
random choice (A/B)
else
if (Relation = 10)
random choice (C/D)
... and so on.
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~the hammer is watching you~
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[edited by - PeterFR on August 21, 2002 7:57:15 AM]
The ''relationship'' thing is also in there - but in a section of dialogue, you can say there''s a certain number of ''voices'' involved - and then define requirements for each of those voices. e.g. Voice #1 must have hunger level 50, Voice #2 must have gold of under 200. The dialogue could be something like this:
1: Ye gods, I''m hungry.
2: Shall I get something to eat?
1: You got any money?
2: Ah. No.
1: Well how you gonna pay for it, brain boy!?
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
just an idea...
hey - ahw - i had no idea there was a patron saint of the internet...
-geo-
quote:
Original post by Anonymous Poster
hey - ahw - i had no idea there was a patron saint of the internet...
-geo-
LOL I am glad someone noticed that. He is only proposed patron saint, I am not sure if it''s official. And no, I am not catholic. I just find the idea hilarious. (And I dont mean disrespect, neither, I just *really* find this amusing)
--AHW --
quote:
Original post by Anonymous Poster
i think you have a good idea, the problem is repition. if i talk to the pot-maker, and later the wood-sawyer, im going to notice if they say the same thing... you would have to have quite a few snippets... or possibly, though difficult, you could have words within the snippets be random...
just an idea...
I was thinking that you would need both a large collection of snippets, and some way of marking which ones have already been used, yes.
Although, a snippet requirement could be something like ''has not yet met player.'' That way, there is at least no possibility of the same person saying the same opening phrase twice, and so on.
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
You have probabilistic links between two sentences, then you just chose them.
A
B C
D E F
A B end
Something like that
It would say sentence A, then it has a ?% chance of saying B and another %? chance of saying C, from there it just keeps going until it reaches end. (could also change probabilities, according to the charicters actions, and instead of only one sentance A, you have a few synonimous (sp?) sentences eg "I went to the shop yesterday", "Yesterday i went to the shop", "Yeah, i just went to the shop yesterday")