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Dialogue is not character-dependent #3
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In a larger scheme of things, beyond character dialogue, the "tone" of narration cannot be changed. |
Point about generic and definite purposes noted. During November, I might be more concerned with my own definite purposes, but it looks like this is shaping up to something that might exist beyond November, so, yes, we can at least discuss it and identify how it could be made more generic... The main weakness, as I see it, is that each The problem with that is that it's a pain to manage this extra level of abstraction, especially when you're just hacking away at code, trying to get your ideas out. (A solution to that might be to make it optional. I'll think about it.) As to how the classes are structured: The (For the moment, I can probably add a better example of doing this sort of thing, to
One idea I've had is to make an intermediate class, maybe called Hope this all makes some sort of sense. *Heck, they used to be one big method, until I could not stand the deep indentation any longer. |
With regard to Event objects -- what about taking a page out of predicate On Mon, Nov 11, 2013 at 9:14 AM, catseye notifications@github.com wrote:
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There is an article on NPC dialogue starting on p331 of IF Theory Reader (PDF) (linked-to from http://nickm.com/if/toward.html ). Abstraction is not easy - and you should only abstract what you need to abstract. Otherwise: YAGNI. So, these notes are not nesc. for THIS MONTHS'S implementation..... Something (potentially?) simple would be to allow for easy addition of stock phrases to a character -- where you now have
maybe the templates could be part of each Character, can be set externally, and the core picks from those phrases? I'll look into how to use "Animate" instead of Character. The name reads as a verb-action, primarily.... |
Hm, that's true; I'm usually fairly pedantic about making sure class names are nouns. I think I'm unconsciously imitating Inform's nomenclature here. Come to think of it, I agree that setting up a list of stock "idle actions" shouldn't be too hard. At least not for Swallows characters. There could be some method that returns a list of template strings, and it just picks one, and you could override that (for, say, Fred.) In general terms... still not too hard but I'd like to think about just what should be in |
That is to say -- you can't set conditions for a specific character to speak a certain way.
I don't mean "in French" (per se), but to use different words or phrases.
All dialogue seems to be handled by... different parts of the Character class
... and are not externally exposed (are they?), so they can't be modified/extended without modifying core code.
At any rate -- these notes are for making your engine more generic for my potential purposes and not making it more useful for your definite purposes. So it goes.
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