Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Sat 11/10/2003 18:55:19

Title: KOTOR-Style conversation engine?
Post by: on Sat 11/10/2003 18:55:19
Before I jump into this AGS thing, I had a question about global variables and the converstaion engine.  

In the new Lucasarts game, Star Wars: Knights of the Old Republic, the conversations are set up in a very similar way as the old Lucasarts games.  The difference is, in KOTOR, the more "evil" your responses are, you become more of a dark-side jedi... the more "good" they are, obviously you become a light-side jedi.   I wanted to replicate this, having responses in the game attribute "points" to the goodness/evil of the main character, so in the end, when the final descisions are being made, an evil character will get a separate ending than the good character.

Is AGS capable of such a system?  Should I waste my time witht his approach?  Any input and scripting pointers would help.  Also, is it possible it put a character status button on the GUI that would chart such developement?
Title: Re:KOTOR-Style conversation engine?
Post by: AJA on Sat 11/10/2003 19:17:03
These both can be done easilly. But first you should try to learn the basics of AGS. Then it'll be easier to describe how to do these unless you find out yourself, of course.
Title: Re:KOTOR-Style conversation engine?
Post by: Scummbuddy on Sat 11/10/2003 20:41:08
you will have to add values to global integers as the game goes along, and then at the end you can run a statement to see how that integers value is at, and from there if it falls between a certain value, you can have it go one way, or another, and this doesnt have to be at the end, but anywhere you want to make that check.

Plus KOTOR is an awesome game. I'm waiting for it to be released as a Platinum Hit before I buy it, since I'm in college, dont have money, and have rented it enough to almost buy it.
Title: Re:KOTOR-Style conversation engine?
Post by: Peefy on Sat 11/10/2003 21:20:54
This reminds me of The Legend of Kyrandia.. A old game, the first adventuregame I played ;)
Anyway, there you could choose how much you could lie (how evil you would be) before you spoke to someone.
Is it something like taht you want? Or is it that if you lie when you speak with them, you automaticly becoms evil(er)?

Anywa, Im new to AGS to, but just wanted to know. It was a good idea..
Title: Re:KOTOR-Style conversation engine?
Post by: Ishmael on Sun 12/10/2003 17:23:46
Using score, easily, unless it's allready used....

And you speaking of which Kyrandia? I got Malcom's revange somewhere... played a bit of the start a few times, but since it wouldn't run with sound, I wasn't so eager about it... but I gotta try again some time...
Title: Re:KOTOR-Style conversation engine?
Post by: Peefy on Sun 12/10/2003 18:36:57
Malcom? Is that the first. I know we have Kyrandia.. And we have a game about a woman.. Is that Malcom thingy?
My laptop have win98, so I play old games with sound on that.. Im building a computer for win 3.11 so I can play almost all games with sounsd now... Atleast I want to.. I have te most me thinks...
Title: Re:KOTOR-Style conversation engine?
Post by: Ishmael on Sun 12/10/2003 18:51:45
I believe it's the 3rd... but not sure at all...
Title: Re:KOTOR-Style conversation engine?
Post by: on Wed 15/10/2003 06:23:23
Thanks for the responses, guys.  I've started making the first couple of screens.  I've got conversations runniong smoothly, just working with testing the integer counts.    When the character chooses to lie, etc. he will automatically become more evil, and in the end, make a hellish descision!

Loved Kyrandia as well.  I'm using the QFG4 whole screen speech animations.  KOTOR is my current addiction, it's inspired my new game alot!