Conversation system: highlighted word

Post a reply


This question is a means of preventing automated form submissions by spambots.
Smilies
:smile: :sad: :eek: :shock: :cool: :-x :razz: :oops: :evil: :twisted: :wink: :idea: :arrow: :neutral: :mrgreen:

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

Expand view Topic review: Conversation system: highlighted word

by Ice Cream Jonsey » Mon Apr 24, 2006 10:14 pm

Roody_Yogurt wrote:Isn't that how "The Space Under The Window" worked?
Ahh... yeah.... ah, ha... right. I should have remembered that.

Thanks for keeping me sane. I can't believe how bad my memory has gotten in recent years.

by Ice Cream Jonsey » Mon Apr 24, 2006 10:13 pm

Merk wrote:Just today, I read something that said "Whom the Telling Changed" from last year's Spring Thing comp used some kind of keyword highlighting feature. You might check that one out. I'm not personally aware of any others.
Thanks, Merk. I'll give that one a look-through and see what's going on in there.

Though I may just say, "Eff it" and try to implement the interface from The Circuit's Edge.

by Roody_Yogurt » Mon Apr 24, 2006 9:49 pm

Isn't that how "The Space Under The Window" worked?

by Merk » Mon Apr 24, 2006 7:59 pm

Just today, I read something that said "Whom the Telling Changed" from last year's Spring Thing comp used some kind of keyword highlighting feature. You might check that one out. I'm not personally aware of any others.

Conversation system: highlighted word

by Ice Cream Jonsey » Mon Apr 24, 2006 6:18 pm

In Ultima 6... and maybe some other games, you can see certain words in dialogue as a different color, and that lets you know what the NPC will respond to.

Are there IF games that use this system? I am thinking of making my next game more interesting, programmatically, and was curious if anyone has done this.

(I really dislike ask about and tell about systems, I should say, and have made plenty with the dialogue trees.)

Top