realtime conversations possible?

Started by theswitch, Sun 02/07/2006 22:34:52

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theswitch

yea hello, its been awile since I'v posted but heres one I can't seem to find the answer for - EDIT: I think there are manyways to do this, mabe thats why I'm lost, the newbiest aproach would be the best (newbiest. . . . new word :D)

I was wondering if I could have a normal converation with choices etc but at random times generated text information would be displayed somewhere on the screen or in a gui (seperate one unless I can insert it right into the narrator window text, . . . cool future feature 8))


anyhow I'm very much wanting to create a realtime choose your own adventure text game with things happening in real time around the character that can be interacted with in some way (I can handle that part)

Ashen

I'm not sure I fully understand this - but from what I do get, I don't think there really is a 'newbiest' way to do it, sorry.

You can certainly have things appear at random times - check out the Random function and possibly Timers (SetTimer and IsTimerExpired). However, I don't think this can be easily intergrated into the default AGS dialog system (I'm guessing this is what you mean by "a normal converation with choices etc"), so you might have to code your own (or search for a module that you can adapt).
Can you clarify what you mean by "unless I can insert it right into the narrator window text"?

You might find the OtherRoom and  CharacterControl modules can help with the 'things happening in real time' aspect.
I know what you're thinking ... Don't think that.

theswitch

ok sorry about the inserting into narrator text idea, that was just me dreaming of a cool feature

anyhow, what I am saying is just a way to have the normal converstation bar open at the bottom of the screen like normal with text coices etc and have genertaed text (from my scripts) pop up somewhere and somehow on the screen. . . at randome times (wich I can code)

the reason I post this is because I know that the converstation choice display freezes the game time so nothing else can happen,. . . . but I think things actually can 8)

Ashen

I believe the dialog system is truely blocking - not even rep_ex_always runs. (Someone correct me if I'm wrong, or if it's changed.) This means things can't happen in the background as you want them to - unless you code your own conversation engine. (Not quite as difficult as it sounds, but no picnic either.)

Quotethat was just me dreaming of a cool feature
Well, if you don't explain it, how can we tell if it's possible?  ;)
I'm also interested to know what you mean by "generated text" - do you generated by the game itself, randomly, or just chosen from a pre-written list?
I know what you're thinking ... Don't think that.

theswitch

generated text from a pre written list but text about real things in the game that the player can interact with, its an elite type freelance space travel game with traders, pirates etc that dock at space stations and planets and you can watch this activity in real time in text and then ask traders if you can escort them etc also in bars for quests people come and go and this would be shown in text form all the while haveing discription of the area in text that the player can also interact with through text choices using the converstation engine as well as talk to people

perhaps theres another way to do all this without useing the conversation tree program or mabe just use conversations for the converstation tree program and other text choice commands as a seperate . . .. gui type thing. . . .. (thinking)

also my game will be put to some nice space music wich is a larg part of the fun in the game, a kind of text adventure to music. . . . in realtime :D

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