Crooked Bee
(no longer) a wide-wandering bee
Grimoire updates?
R00fles!
R00fles!
shihonage said:Looks like he ran into the same sort of problems that made me spend a year on an automated quest/dialogue compiler.
After scripting the first 2-3 semi-playable quests suddenly I realized that all the scripting and checking became unmanageable ALREADY. That was fun.
Blind Eye said:What some of you don't seem to understand, is that you're already playing the game.
villain of the story said:shihonage said:Looks like he ran into the same sort of problems that made me spend a year on an automated quest/dialogue compiler.
After scripting the first 2-3 semi-playable quests suddenly I realized that all the scripting and checking became unmanageable ALREADY. That was fun.
What kind of custom tools and charts were you using?
After having seen all the iterations of construction set for Bethesda games and how unnecessarily convoluted dialogue and quest logic were provided, I get the feeling that the majority problem with RPGs is the lack of streamlined tools to automate this process efficiently. But maybe I'm just way too clueless and optimistic.
curry said:Wouldn't it be awesome if he just deleted everything in a temper tantrum?
Cleve said:it’s too popamole.
Also, popamole doesn't really fit to describe level scaling.Crispy said:Cleve said:it’s too popamole.
Cleveland Mark Blakemore,
The phrase "popamole" is copyrighted. You are in violation of illegal use of this phrase and are hereby warned to cease and desist lest action be taken against you and your firm.
Failure to comply will result in severe multitentacled ramifications, in addition to a personal visit by certain Lithuanian professionals. Trust us, you don't want that.
Cordially,
RPGCodex.net
villain of the story said:What kind of custom tools and charts were you using?
After having seen all the iterations of construction set for Bethesda games and how unnecessarily convoluted dialogue and quest logic were provided, I get the feeling that the majority problem with RPGs is the lack of streamlined tools to automate this process efficiently. But maybe I'm just way too clueless and optimistic.
Davaris said:
Are you making a game 10 times bigger than Fallout or something like that?shihonage said:villain of the story said:What kind of custom tools and charts were you using?
After having seen all the iterations of construction set for Bethesda games and how unnecessarily convoluted dialogue and quest logic were provided, I get the feeling that the majority problem with RPGs is the lack of streamlined tools to automate this process efficiently. But maybe I'm just way too clueless and optimistic.
Davaris said:
Wow, you remembered!
@villain: Without automation things get very hairy and can no longer be done by a team of one (if at all).
My utility compiles quest and dialogue into my scripting language. It is NOT very intuitive. It looks like a giant spreadsheet with a few more windows around it. But it takes care of a number of things by itself, such as scripting of specific types of quests, handling of multiple quests, handling of quests you completed "by accident" before NPC gave them to you(it's rough but better than nothing), dialogue branches dependent on your in-game achievements, etc.
It also generates a cruddy HTML report which lists general locations, their descriptions, and where each character is.
shihonage said:Davaris said:
Wow, you remembered!
Davaris said:Automation of quest generation is a fascinating subject and I'm surprised so few game makers are talking about it. IMO it is the Holy Grail of CRPG creation.
Awor Szurkrarz said:Are you making a game 10 times bigger than Fallout or something like that?
shihonage said:This isn't automation of quest generation. I create the content myself. It just compiles it into the actual gameplay. I'm afraid true "automatically generated quests" would be too generic to bother with at this point.
Davaris said:By auto I don't mean it generates as the game is played, but that is possible. What I meant, is you can layout a structure for your game quickly and the code is generated at the push of a button. Then you can customize your code later, as you seem to be able to do in Zorlag.
I was reading a book a while back, called Morphology of the Folktale, which touched on this subject. The author thought it was possible to break any folk tale down into irreducible components and these components could be used to create stories of infinite variety. Of course there are writers that disagree and say motivations are more important, but there are still others that say his system works.
After reading his book, I am convinced that quests, plots etc, can be broken down into a finite set of components and these components can be arranged in a tree structure, to create unique games.
Judas said:I wish Cleve still posted here so he could tell us how we aren't allowed to purchase the game when it comes out.
Mortmal said:Just about fluoride in water , his proud neanderthalians ancestors and off course machette nigger gangs eating babies (that when they arent sodomizing chickens).