Dream Game - Glossary, Wiki, and state machine? #1387
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I haven't actually watched that particular talk, so my answwers are gonna be based on general idea and not how they specifically direct them there
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Thebardsrc alread made some good points, let me add what I know. In 2.x the glossary is a very simple resource. Also each glossary item has an enabled property (true/false). Right now this whole systrm isn't very complex, but I hole it will be expanded upon. Also, there is no Quest system built in. Depending on the complexity of your game a relatively simple way would be to have an Autoload singleton (e. g. Quest). In 2.x you can access variables of autoloads in conditions (e. g. |
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Hello everyone!
I've been following via youtube and tutorials, and have always been amazed at what has been achieved so far 😢 but afraid to commit too deep.
Context: I have a writeup of a story that I want to write. The introduction is fairly trivial to impliment, but the rest of the story effectively is a knowledge based investigation, and I have a literal wiki-and-a-half of information in a branching narrative that I'd like to tell as a story. I am aware of the usual 'dream game' warning at this point! 😂 This really will be "Game: The Wiki'ing" (and the original story was refered to as "Game: The Spreadsheetening"!)
I have previously been inspired by a specific GDC talk "Narrative Sorcery" by the Inkle team. Sorry - I'm not sure if you have seen Ink and Inkle and the games like "Heaven's Vault", or thought of the comparison. I couldn't find any references to it here. The talk touches on two points - using a forward-moving state machine to manage encounters and knowledge (at 17min), and that those states imply previous states - eg if you have cut the wolf's head off you know that there is a wolf in the forest. This is similar to quests but invisible to the player, and is great for putting conversation conditionals around.
I had some questions that I couldn't figure out or are fairly thin on the documentation, sorry.
Is there a quest / state machine that is inbuilt to Dialogic, or recommended to work well with it? I see there are variable system that you pre-define. What I'm after is 'simple' syntax to do conditional queries, such as the GDC example of a villager met/told you about a wolf/being grateful. (Implimentation I could see how a external godot ENUM or dialogic variables using integers could be done? Or calling to an external dictionary-with-supersedance class?)
How dynamic are Glossary Cards? I love the idea of information at the player's fingertips, but the information is collected over time. For example - what I'd like to achieve is that intially players won't know who the antagonist is, but will pick up certain quest milestones or individual flags about their name / role / history / etc, potentially in the wrong order, potentially as a progression of logical leaps. (Implimentation wise, I suppose the question is if its an object I could query and append/replace, or if I could put 'quest' conditional logic directly into the glossary to interprete and parse on the fly?)
Can Glossary Card data be accessed? I'd like to implimenting a "wiki book" with its Glossary hyperlinks. (Implimentation wise - this might be a specialized 'conversation' with the glossary / hyperlinks? Or extracting the data and hooking click events on keywords??)
Again - sorry I couldn't find the answers elswhere, and happy to take "no" as answers 😅 Thanks for checking this out.
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