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Handing Dialog Trees in Media Games - Feedback please :-)

Posted: Mon Jul 03, 2006 9:54 pm
by Lynn
Hi all,

I had an interesting discussion with Malte earlier about integrating a dialog tree system in the Adventure Creator template (or additional tools).

Malte and I seemed to agree that dialog text should exist outside of a project. I happen to like the idea of having it stored in a database so its easy enough to share with others and with a variety of editors. Ive had a bit of history dealing with game localization projects and having this information stored in a db helped quite a bit for organizing and sharing.

If we integrated a dialog system into Adventure Creator, what do you think is important?

This is an open discussion on the topic - dont feel constrained by Malte's and my opinions.

Posted: Tue Jul 04, 2006 8:55 am
by Mark
Hi,

I have been thinking about creating such a database for quite some time now. I have had several requests to localize my web store software and I am thinking about writing a simple database with strings for that. Perhaps you want to contact me off-list and see if we can work something out.

Best,

Mark

Posted: Tue Jul 04, 2006 9:03 am
by malte
The only prob I see with Databases is that Media in its current form doesn't support accessing them. :-) Also distribution might get a bit more complicated than using XML or even plain text files. If the DB would come with the player that would not be a problem for Media users. But what about people who bought Media to use the templates and distribute as a standalone with their Studio/enterprise license?

Just 2 cent.

All the best,

Malte

Posted: Tue Jul 04, 2006 9:05 am
by Mark
For a relatively small database that handles dialogs for a few dozens of langauges, you don't need a complext SQL-based database. So, don't worry about that, Malte.

Best,

Mark

Posted: Tue Jul 04, 2006 9:13 am
by malte
Mark wrote:Hi,

I have been thinking about creating such a database for quite some time now. I have had several requests to localize my web store software and I am thinking about writing a simple database with strings for that. Perhaps you want to contact me off-list and see if we can work something out.

Best,

Mark
Hi Mark,

I think the concern is not the implementation, as it is pretty solveable. :-) I think the question is if users would prefer to have dialogues stored in a DB vs in a stack. Both solutions are technically feasible.

All the best,

Malte

Posted: Tue Jul 04, 2006 9:16 am
by malte
Mark wrote:For a relatively small database that handles dialogs for a few dozens of langauges, you don't need a complext SQL-based database. So, don't worry about that, Malte.

Best,

Mark
I also think so. The question is: Would it be small or not?

Posted: Tue Jul 04, 2006 9:26 am
by Mark
I think such a database would contain a few 100s of lines in most projects. For bigger projects, one would probably prefer creating one's own database. So, I think these databases will be small.

Mark

Posted: Tue Jul 04, 2006 4:46 pm
by malte
Technical discussion aside I'll add a few things I'd like to make. I'm just throwing in ideas here.

Easy to use text formattiong with the ability to choose size, color formatting and font.

Adjustable dialogue "frames" to display text in game. (Settings of borders/opaque/backpatterns etc.) Either as location entry action or as hotspot.

Adjustable scrollbars that fit into game design instead of System scrollbars as an option.

Posted: Fri Jul 07, 2006 12:57 am
by Lynn
Mark wrote:I think such a database would contain a few 100s of lines in most projects. For bigger projects, one would probably prefer creating one's own database. So, I think these databases will be small.

Mark
It seems like it would be possible to either implement a basic database system in Adventure Creator that is easily replaceable.

Size I think really depends on the game. I dont know if you are familiar with King of Dragon Pass from a-sharp - Dave Dunham, the chief developer told me that it contains over 100 MB of text.