Friday, March 7, 2014

The pipeline for dialog to the game

So we're getting in some semblance of dialog for our next big playtest on Monday.

Robby and I worked together to come up with a system for storing the first type of dialog called comments.

Comments are simple forms of dialog that only involve one character (as opposed to conversations which involve multiple characters).

Comments come in two types. The first are idle comments. Idle comments are going to have a chance to trigger at any time. The second type is triggered comments. Triggered comments have a chance occuring after their trigger condition is met.

Some example trigger conditions are BasicAttackHit and SpellCastRank1.

Now to actual handle this I'm creating an XML reader that will parse through xml documents and store the comments internally. Robby and I spent some time this afternoon coming up with the correct structure and making sure we were both on the same page. Robby will be able to directly edit the xml rather than having to go searching through other files and this will streamline our dialog pipeline.


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