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7 votes
Accepted

Structuring game narrative. Handling NPC, Quest, General Dialogue. Is Json/XML the right way to go? Or any other solutions?

It looks like you're trying to describe behaviour, and "tool for describing behaviour" is basically the definition of a programming language. Data formats like XML and JSON suck for describing ...
Anko's user avatar
  • 13.5k
4 votes
Accepted

Dialogue trees voiceover

The professional way of doing that is to give the voice actor a script. A simple text document with all the lines you want them to say. You might also want to use this as an opportunity for adding ...
Philipp's user avatar
  • 123k
4 votes
Accepted

Is it possible to use a string somehow converted to match name of a bool?

Storing your boolean condition variables in a dictionary keyed by strings as Patrick Hughes recommends will work just fine, but it can lead to your code being "stringly typed" If we don't know the ...
DMGregory's user avatar
  • 141k
2 votes

Is it possible to use a string somehow converted to match name of a bool?

It's not uncommon to store the variables used by the scripting system in a Dictionary with a string key. In my opinion, the "...
Philipp's user avatar
  • 123k
2 votes

Structuring game narrative. Handling NPC, Quest, General Dialogue. Is Json/XML the right way to go? Or any other solutions?

Data belongs into files and logic belongs into code. If you try to encode logic in form of JSON files, you are essentially inventing a JSON-encoded scripting language. Unity already has a scripting ...
Philipp's user avatar
  • 123k
2 votes
Accepted

Design patterns for non-modal (in-game) dialogues/cutscenes in a game engine

In game development, there is never just one solution to any given problem. But one solution could be to create each active dialog as a separate, independent, invisible entity which references all ...
Philipp's user avatar
  • 123k
1 vote
Accepted

Infinite character loop when trying to play Dialogue

once the conversation starts, it just prints out the letter c endlessly and goes into an infinite loop. It sounds to me like that problem is probably that you keep retriggering the ...
Philipp's user avatar
  • 123k
1 vote

Design patterns for non-modal (in-game) dialogues/cutscenes in a game engine

There are much smarter people here than me, but I'll pitch in with my $.02. You asked about how others would approach this problem building a game in an engine like Unity. While I have not built a ...
Acme Nerd Games's user avatar
1 vote

Dialogue trees voiceover

According to their documentation, the plugin supports exporting dialog in a variety of formats. For something you can hand off to voice actors, you probably want to look at the Screenplay Format. ...
Pikalek's user avatar
  • 13.4k
1 vote

looking for a system for writing branching dialog

I find the actual editing and management prohibitively hard when the tool itself doesn't allow hypertext. I'd start with something like Twinery: https://twinery.org/ You can then devise a way to ...
ctietze's user avatar
  • 216

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