[abandoned] "SCOOMM" - Alpha coming: never
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Tormentor667
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Re: [WIP] SCOOMM Adventure game codebase
Got the low-res hud up and working and finished up object/inventory scripts completely. Working on dialogue now. I've no idea how best to structure conversation trees, so this'll be interesting.

This is a mockup. I'm straight up copying Infinity Engine's (i.e baldurs gate) interface really.

This is a mockup. I'm straight up copying Infinity Engine's (i.e baldurs gate) interface really.
- Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase
I think that the best way to code dialogue structures is to have a numerically-based if/else chain.
Selecting a number will set a variable to a particular result value, and then the script runs and chooses text/makes stuff happen depending on what that variable is.
EDIT: What's left at this point before the beta can be released? Just the dialogue?
Selecting a number will set a variable to a particular result value, and then the script runs and chooses text/makes stuff happen depending on what that variable is.
EDIT: What's left at this point before the beta can be released? Just the dialogue?
Re: [WIP] SCOOMM Adventure game codebase
Something along those lines are what I figured I had to do, but I want to make sure putting choice and reply strings into the array(s) is very easy and convenient. Shouldn't have to manually write conditional statements for every branch or have to copy-paste the same strings in a million places either.
Pretty much. I also want 3d-to-2d projection fixed before then, and I need to break my scripts and functions up into proper libraries. Then there's the Journal system, but that can wait to after the first beta.What's left at this point before the beta can be released? Just the dialogue?
- Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase
No, that sounds right, Kodi. Have at it : D
Still a good chance of a September release then?
Still a good chance of a September release then?
Re: [WIP] SCOOMM Adventure game codebase
Out of curiosity, would it be feasible to implement something like Twine (v1.4.2 for .twee) or Yarn (.json, .twee, or .xml)? It'd be great to be able to use a tool that's already perfectly suited for conversation/narrative trees, without having to think too much about syntax while writing.kodi wrote:Got the low-res hud up and working and finished up object/inventory scripts completely. Working on dialogue now. I've no idea how best to structure conversation trees, so this'll be interesting.
- Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase
It's been a few months. Is this thing dead? I hope not ;-;
- thonglover
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Re: [WIP] SCOOMM Adventure game codebase
I swear to god if it is.....Silentdarkness12 wrote:It's been a few months. Is this thing dead? I hope not ;-;
- Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase
If kodi doesn't respond, i'll try a PM. I really, REALLY don't want to see this die. It'd be epic.
- wildweasel
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Re: [WIP] SCOOMM Adventure game codebase
Kodi hasn't logged into the forums since September. Do whatever you like with this information.
- Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase
Oh, I will.
seeing as how the only feasible action is to despair.
seeing as how the only feasible action is to despair.
Re: [WIP] SCOOMM Adventure game codebase
It's not dead!
I got a job right after august which left me with too little time and energy for modding, but now I have lots of spare time again. Consider development resumed.
Edit:
I got a job right after august which left me with too little time and energy for modding, but now I have lots of spare time again. Consider development resumed.
Edit:
Looks promising, I'll have a deeper look at them. I'd actually been planning on asking an acquaintance of mine to write a simple program of that sort exporting plaintext with the (largely unreadable for humans) syntax I've got more or less working right now.3noneTwo wrote:Out of curiosity, would it be feasible to implement something like Twine (v1.4.2 for .twee) or Yarn (.json, .twee, or .xml)? It'd be great to be able to use a tool that's already perfectly suited for conversation/narrative trees, without having to think too much about syntax while writing.
Last edited by kodi on Sun Dec 06, 2015 8:22 am, edited 1 time in total.
- Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase
YAYYY!!!!!!!!!!!!
EDIT: Welcome back, kodi.
EDIT: Welcome back, kodi.
- TiberiumSoul
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Re: [WIP] SCOOMM Adventure game codebase
Waxworks TC anybody?
- Silentdarkness12
- Posts: 1555
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Re: [WIP] SCOOMM Adventure game codebase
No idea what Waxworks is.