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#1 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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Here is a little demonstration that I created
back in 2002. It is a simple example of Ultima-like conversations. You ask the folks you meet their name, job, or their favorite hobby. They reply with information you need to complete the game. Hello. Hello. Name My name is Julius. Job I am a carpenter. I build furniture. carpenter Yes....like my saviour. Furniture Yes. Like the one that Ralph has. Ask him about his chair. ======= You find Ralph ====== Hello Hello. Chair Oh, you heard about it??? Yes, it is made of teakwood form the Sherwood Forest. I got the wood from Sam. He enjoys cutting teakwood. ========= You find Sam Hello hello teakwood etc, etc, etc, etc http://dianneandpaul.net/UAF demo567.dsn.zip Unpack the archive into a folder somewhere and double-click on the executable 'UAFwin.exe'. Remember that this is 8 years old and uses a very old version of DungeonCraft. Look at 'Talk.txt' to see how it is accomplished. |
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#2 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
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I have so far only looked at the talk.txt file, but this looks indeed interesting!
I think whether this approach of handling dialogs is useful or not is really depending on how much keywords the NPCs understand. As long as they only react to 1-4 words, I would prefer to handle the dialog with question lists, because otherwise, it would be really frustrating for the player to try around with dozends of words and not getting any reaction. However, in case the NPCs react to several words and -even better - react to different combinations of words (this is appearantly also done in this demo), then I would like such a dialog very much.
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#3 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
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Oo, dialogs that you actually type? This sounds great - the game that I enjoyed the most with respect to conversations was Ultima VI, back in the day - lots of fun (not like the very stale townspeople who say the same thing whenever you talk to them in other CRPGs).
I will have to try this out!
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Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
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#4 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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Question lists work very differently.
If you use a question list, you are provided the possible answers. Using the 'Talk.txt. method, you must visit other parts of the world to get the proper questions. Like who in their right mind would guess 'Teakwood"'???? You must first visit Ralph, who gives you the clue to ask Sam about teakwood. And, you may later discover that Sam has other information that he will divulge if you ask him about the Amazon River. The way I used this capability in my demo, each of these words was like a 'Key' to a door. You would not expect to find the key at the door. But sometimes a person gets tired of finding and using skeleton, square, round, winged, etc. keys. It seems more intimate to get knowledge via conversations. Ultima did a lot of this to good advantage, in my opinion. |
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#5 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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I'm going to fool around with this today if I get a chance. (If there is one thing I'm good at doing, it's anything that involves the word 'fool' or one of it's derivatives.)
I'm also commenting in this thread at the FRUA community site, but will post anything significant here as well. ![]() ![]() ![]() ![]() |
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#6 | |
Symbol of Cyric
![]() Join Date: March 20, 2006
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#7 | |
Drow Warrior
![]() Join Date: July 8, 2003
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"Limited only by size of swapfile". Or your imagination. The NPCs can give you all sorts of useless information. A clever writer could slip the 'keywords' into a conversation rather unobtrusively. I contain some cleverness myself, but it is of a rather different (and perhaps useless) kind. This capability and demo were built without any input from designers. It is flexible and new features can be added as needed. Some built-in pattern-matching capability might be nice, for example. Like finding two words or multiple words in arbitrary order. The regular expressions for such things are yukky. |
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#8 |
Jack Burton
![]() Join Date: July 13, 2001
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I've just finished some beta, er alpha testing and am looking at this next.
![]() Edited to add (a couple of hours later) I played with it, got very excited and decided I wanted to make my own, but it does not compile. ![]() I've been a bit more explicit in the other thread (linked to above). Last edited by manikus; 07-09-2009 at 08:22 PM. |
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#9 |
Symbol of Cyric
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So, how does this work theoretically? You write the talk.txt file (like the one included in the demo) and than have to compile it outside the editor? And in text events, you refer to the dialogs a.s.o. in the compiled talk file?
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#10 | |
Jack Burton
![]() Join Date: July 13, 2001
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![]() And it does work. If you use the talk.bin file with the latest release of the DC engine it works just fine. ![]() In the FRUA froum, Paul has mentioned that he will start looking into this in a couple of days as soon as he's done with the mysterious 'Dungeon Craft AlphaRelease002' proect. ![]() ![]() ![]() Plus, we can start writing our talk.txt (or whatever.txt) files now. They can be called anything you want, actually, but the .bin file must be talk.bin. |
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