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by jcompton
Wed Dec 10, 2008 10:51 am
Forum: Programming, Art, Design, Sound & Music!
Topic: Implementing a Complex Story
Replies: 28
Views: 6912

Re: Implementing a Complex Story

Okay, understood. If the character had many emotional facets, and many actions, would you recommend separating them, or still considering any dialog to be 1 state of many. There may well be a better way to approach it, but I'll show you a list of assumptions and then show you how I would solve it. ...
by jcompton
Tue Dec 09, 2008 7:58 pm
Forum: Programming, Art, Design, Sound & Music!
Topic: Implementing a Complex Story
Replies: 28
Views: 6912

Re: Implementing a Complex Story

What about taking the emotions as an additional state. Then I realized that a character needs to walk and talk at the same time, or the pacing of the game slows down. So "actions of the mouth" are separate from "actions of the body." There are many, many reasons every single successful RPG I can th...
by jcompton
Tue Dec 09, 2008 2:10 pm
Forum: Programming, Art, Design, Sound & Music!
Topic: Implementing a Complex Story
Replies: 28
Views: 6912

Re: Implementing a Complex Story

The only thing I would venture to add would be having namespaces of sorts so that global variables from certain chapters of the game wouldn't accidentally overlap.. like an angry_at_player var in chapter 1 doesn't accidentally get re-used 5 chapters later. But, as far as I know a mechanism like thi...
by jcompton
Tue Dec 09, 2008 1:19 pm
Forum: Programming, Art, Design, Sound & Music!
Topic: Implementing a Complex Story
Replies: 28
Views: 6912

Re: Implementing a Complex Story

Typically a finite state machine(in theory) records a single state from a list of states and allows for transitions between the states. But, what appears to be going on in the state machine system you describe is that each creature is it's own FSM and maintains it's own state(correct me if I'm wron...
by jcompton
Tue Dec 09, 2008 10:22 am
Forum: Programming, Art, Design, Sound & Music!
Topic: Implementing a Complex Story
Replies: 28
Views: 6912

Re: Implementing a Complex Story

I'm going to assume we're talking about multiple-choice dialogue. Yes, that was my assumption as well. As far as I know (in my naivety)the only other option is text processing like in a text adventure, and that's not what I'm talking about. The third major option is a keyword system--see Morrowind....
by jcompton
Mon Dec 08, 2008 10:52 pm
Forum: Programming, Art, Design, Sound & Music!
Topic: Implementing a Complex Story
Replies: 28
Views: 6912

Re: Implementing a Complex Story

A colleague forwarded me this topic and I thought I would share a few insights built from ~7 years of RPG content development. This is not intended to be a comprehensive overview of the subject, but rather a collection of thoughts that will hopefully help steer you in the right direction. The questi...

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