• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Rybo5001

Getting All The Possibilities? (for dialogue)

2 posts in this topic

Okay, so I'm wondering if there's an easy method (or software) that'll help me do some dialogue.

As in, I have several boolean (true/false) and I want the character to do something different depending on each.

For example.

Windy, Cold, Daytime

so if it is windy and cold but not daytime: It is a cold night
If it is windy and daytime but not cold: it is a windy, warm day
If it is not windy, not cold and daytime: it is a warm day

ect ect ect

I need an easy way to list all the possibilities AND be able to add new variables (true/false).

Thanks for any help you can give.

Something similar to this is great: [url="http://www.mathsisfun.com/combinatorics/combinations-permutations-calculator.html"]http://www.mathsisfu...calculator.html[/url]

[b]Edit:[/b]

Okay since no-one is replying I'm hoping it's because you don't understand? I'll try to clarify what I'm looking for.

Let's say I have a game with relationships between the player and AI NPC characters.

Now every time they talk, the NPC will reply differently depending on different factors.

How can I plan these responses in a neat layout in Word or another program?

For example:

I have three variables: isHappy, isCold, isHungry, which then have the values of either True or False.

I need a program (or a quicker method than writing) that means I can get all the possibilities for the scenarios:

isHappy = true, isCold = true, isHungry = true; means "Even though I'm cold and hungry, I still feel good about myself!"

isHappy = true, isCold = true, isHungry = false: means "I'm full and feel great but it's cold in here!"

isHappy = true, isCold = false, isHungry = false; means "I feel GREAT!"

and this will continue for all (9?) possibilities.

Now, just writing it out like this is fine for 3 values and 9 outcomes. But I want to consider up to 10 values (1000s of outcomes).

[b]2nd Edit:[/b]

To clarify I don't want something to make dialogue for me, I just want it to list, like this:

isHappy = true, isCold = true, isHungry = true
isHappy = true, isCold = true, isHungry = false
isHappy = true, isCold = false, isHungry = false ect ect

Then I will add what I want to be the dialogue myself.

This is also just for design, not actual coding. Edited by Rybo5001
0

Share this post


Link to post
Share on other sites
I can't think of any software that auto generates dialogue for you.

Probably the easiest way to do what you want is build a parser and interpret to turn madlib or cookie cutter dialogue lines into full lines.

So you could have sets of dialogue like:

"It's [Adjective->Weather] [Weather] day"


The interpreter then matches those bits in the square brackets with methods that generate word choices or sentences.

you might have the following:

Weather()
{
if(sunny)
one_of(["sunny", "warm", "beautiful", "glorious"]);
if(raining)
one_of(["rainy", "gloomy", "grey", "miserable"]);
}

Adjective(LinkedState state)
{
if(state == Weather)
{
one_of(["another", "looking like a", "going to be a"]);
}
}

Then you can have
It's going to be a glorious day.
It's another rainy day.
Its' looking like a miserable day.

It'll take a lot of work though to get a decent results out such a system without it looking very cookie cutter like.
0

Share this post


Link to post
Share on other sites
Thanks for the reply, sorry for the confusion but I'm not looking for something to make me any dialouge.

I just want it to list all the possibilities and I'll add the dialogue later.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0