Howdy gents! I haven't been here in ages. I have been thinking about starting a small game project and I've been having some rad ideas. I am currently on a mac and don't have any kind of Parallels installed and I cannot check this on my own, so I come here to ask.
Would it be possible to create a detective's notebook-style dialogue interface like in Discworld Noirâ€"where all/most conversation options get fed into a notebook, from which any character in the game can be interrogated and upon which the protagonist can him/herself ruminate? When a given puzzle/conversation opens a new line of interrogation, a new line item is added to the notebook, and then this technically becomes a conversation option for all other NPCs in the world.
Last time I played with AGS some half a dozen years ago, I recall that the built-in Lucas-Arts-like dialogue system, robust as it was, was not particularly flexible in this regard. Would this require building a plugin, or would I be able to hack it from within AGS's own scripting system?
Also, I dunno who the admins are, I tried to search for Discworld Noir on the forums and it kept giving me a database error. FYI. Never mind, noticed other threads talking about this. ¬_¬
Would it be possible to create a detective's notebook-style dialogue interface like in Discworld Noirâ€"where all/most conversation options get fed into a notebook, from which any character in the game can be interrogated and upon which the protagonist can him/herself ruminate? When a given puzzle/conversation opens a new line of interrogation, a new line item is added to the notebook, and then this technically becomes a conversation option for all other NPCs in the world.
Last time I played with AGS some half a dozen years ago, I recall that the built-in Lucas-Arts-like dialogue system, robust as it was, was not particularly flexible in this regard. Would this require building a plugin, or would I be able to hack it from within AGS's own scripting system?