I've been working on a new game (which may or may not become my Month entry for One Game A Month, depending on whether or not I ever wind up with something playable before the end of the month), and coming up with various design ideas has been so exciting I thought I'd share a small piece of what I've been working on:
INTRO: - '\t[background-choice]' - ['\t[peacekeeper]', BSTORY_1] - ['\t[pirate]', BSTORY_2] BSTORY_1: - '\t[backstory-peacekeeper]' - ['\t[yes]', INTRO_1] - ['\t[no]', INTRO] BSTORY_2: - '\t[backstory-pirate]' - ['\t[yes]', INTRO_2] - ['\t[no]', INTRO] INTRO_1: - - [SET_VAR, backstory, 1] - '\t[intro-peacekeeper]' - ['\t[happy-underway]', INTRO_1_1] - ['\t[impatient-with-command]', INTRO_1_2] - ['\t[hate-new-denmark]', INTRO_1_3]
This is the start of intro.dlg, a dialogue branch file. The .dlg files will eventually handle every conversation that can take place in the game (which there should be a lot of, if I end up with the game I'm planning on!). The seemingly-bizarre "\t[]" stuff is referencing localization file tags, so whatever language you're playing in (just English right now... especially considering I don't have a game to play yet ), the dialogue trees use exactly the same logic.
EDIT: http://deviance.duckish.net/pictures/March0004.png
Edited 11 years ago
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