![]() For now we're assuming that we can just use the character's own name. What the character's name should actually be depends on how your game engine organises things. Now we know that this is a character called Hans speaking the line. However, there's a bit of a problem: we don't know who's saying this! In order to annotate which character is speaking, we can add a source line: ~ Hans This piece should just show the text Hello world!. Let's jump in with the classic: | Hello world! With any luck, after reading this you'll be able to write your own dialogue in Speechless. This section covers the syntax and behaviour of Speechless dialogue. Thanks to Markless' extensibility, Speechless can also be further extended to include additional syntax and constructs that may be useful for your particular game. Execution of the dialogue is completely engine-agnostic, and only requires some simple integration with a client protocol to run. Speechless can compile dialogue from its base textual form into an efficient instruction set, which is then executed when the game is run. Speechless is based on the Markless document standard for its syntax and makes use of Markless' ability to be extended to add additional constructs useful for dialogue systems. Speechless was first developed for the Kandria game, and has since been separated and made public in the hopes that it may find use elsewhere or inspire other developers to build similar systems. This is a system implementing an advanced dialogue system that is capable of complex dialogue flow including choice trees and conditional branching. A dialogue system language implementation.
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