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Interested in a dialogue system?

Tue, 23 Oct 2001 01:10:00

Quasar

I don't know if you guys would be interested in this for possible use or not, but I've programmed a flexible dialogue system in my DOOM source port, the Eternity Engine, and since you guys are into RPG stuff, I thought I'd tell you about it. It wouldn't fit directly into the JHexen code base, but it could be adapted without much trouble. Eternity is licensed under the GPL so the code is free for use. The current version of the source online doesn't contain dialogue, but if you're interested, I can get the latest build to you.
Tue, 23 Oct 2001 01:30:00

RambOrc

YES, of course we'd be interested! It's one of the many little things we wanted to add to Korax Alpha but lacked the capacity to do. If the files aren't too big (1-2 megs or less), just mail them over to me. Hey can't wait to see it... [img]images/smiles/icon_smile.gif[/img]
Tue, 23 Oct 2001 08:31:00

Ichor

Probably the best way to do that is to make it like Baldur's Gate (conversation based on your choice of responses). In which case, you might consider using alignments in the game.
Tue, 23 Oct 2001 17:36:00

RambOrc

??? Sorry I have lost you somewhere along the line... [img]images/smiles/icon_smile.gif[/img]
Tue, 23 Oct 2001 17:55:00

Ichor

I guess you haven't played Baldur's Gate. Anyway, most conversations are determined by your choice of responses. The character would say something, then you would get a choice of responses, usually ranging from the peaceful, lawful type, to the evil psycho agressive type. Also in Baldur's Gate, there are good, neutral, and evil alignments, so if you were of a good alignment, you would normally choose the peaceful, lawful conversation responses. It obviously would not be a good idea for a paladin to go around killing anyone they happen to come across. You also had a reputation. A higher reputation meant that people were gereally nicer to you and market items were far cheaper than the normal prices. Killing everyone you see would of course send your reputation down so low that markets won't even sell you anything and everyone will attack you first and ask questions later. Needless to say, the side quests are a lot harder, if not impossible, when your reputation is near 0.
Wed, 24 Oct 2001 02:58:00

RambOrc

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
I guess you haven't played Baldur's Gate.
I played (part of) the demo, but it was just too complicated after some time and I dislike commanding a group of colorful little ants on a big painted 2D scene anyway... [img]images/smiles/icon_smile.gif[/img] <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Also in Baldur's Gate, there are good, neutral, and evil alignments
That applies all RPGs set in the Forgotten Realms universe, including the legendary Eye of the Beholder ones... [img]images/smiles/icon_wink.gif[/img] But yes, I get your point and I was anyway thinking along these lines - well, kinda - for Korax' Heritage: The Serpent Power. According to my plans, the way you choose in developing your character will influence the storyline itself, up to the point where you might yourself march against the city you were set out to defend --- marching along the monsters you were set out to destroy...
Wed, 24 Oct 2001 03:26:00

Quasar

OK. As soon as Eternity v3.29 beta 5 is complete, I'll get the source to you. I've not added the ability to respond to player input yet, as Eternity will most likely accomplish that through its scripting engine, but if you end up being interested in my system, I could help you get that feature integrated directly in. My email is <!-- e --><a href="mailto:haleyjd@hotmail.com">haleyjd@hotmail.com</a><!-- e -->, in case I drop out of touch for a while. I'm a very busy guy, with a TC, source port, and college work to do.
Wed, 24 Oct 2001 04:12:00

RambOrc

At about what time could I await your code? We've got to finish Korax Alpha in about 2 months from now.

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