For anyone else who wants to use or check out what I'll be using: Nils used Graphviz - an open-souced CPL-licensed product of Bell Labs (I think it's bell labs) http://www.graphviz.org/Download..php
On 4/25/05, Andrew Phillips <[EMAIL PROTECTED]> wrote: > Mein freunden, > > While out on the road today, I tried to spend a fair amount of time > thinking about the dialog writing process - who talks to who, etc. I > was talking into a voice recorder at the time, so I will summarize > here. > > I think I made some progress on that front, though I still need to > make some kind of relationship map of the characters, so we will know > which characters are likely to have information or strongly held > opinions about other characters. I think I will try to use the same > software you used to create that node mapping of the plot. > > I think it might help to make three such maps - one for each of the > conversation intensive areas of the game map - Waste's Edge and > Uz'dunkal - as well as a third summary map that takes in the other > less populous areas of the game map. > > As we design, document, and build the dialog tree, I suggest keeping > track of quests impacted by a given node, as well as other characters. > Some of this might easily be accomplished by adding information to the > plot document. > > Something else I thought about was the matter of displaying names over > the npc sprites. Most games seem to just give the names of npcs away. > It's a good clue to players when they are trying to determine which > npcs to talk to - particularly in crowded areas (the Hive in > Planescape: Torment) - but at the same time, they leave open the > question of -how- the player characters know npcs they've never seen > before. Does it seem better to have the player "learn" npcs as he or > she hears about them, or just give that information away? > > Andrew > > On 4/25/05, Kai Sterker <[EMAIL PROTECTED]> wrote: > > On 4/24/05, Kai Sterker <[EMAIL PROTECTED]> wrote: > > > > > Okay, lets try it today, 20:00 GMT (22:00 MEST), irc.freenode.net, > > > #adonthell . Everybody welcome :-) > > > > First of all, thanks to all who could make it. For those who couldn't > > come, here's a brief summary: > > > > me talking on the phone from 20:00 to 21:00 GMT - so no discussion due > > to the lack of other developers. Apologies again, folks! > > > > In the remaining hour or so we talked a little about Wikis, with the > > result that the best way to set one up would be to register a project > > at berlios [1]. It would be possible to run a Wiki on sf.net too, but > > I doubt that any of us is eager to reactivate our account [2] there. > > Unfortunately, running a Wiki on Savannah seems to be out of question. > > It might be possible to do so at linuxgames.com, but there we have the > > problem with advertising so I thing berlios is the best alternative we > > have. > > > > Chances are good that I will be available for another meeting next > > friday and sunday, so maybe we can continue discussion then. Please > > let when know when it suits you best! > > > > I will try to setup the Wiki until then, so perhaps we can then > > collectively populate it with current documentation or the propsed NPC > > dialogue list. Anyone interested in writing some code for Adonthell > > (or doing artwork, etc.) is welcome as are any fans. Would be cool if > > there would be once again more fans than developers (although I also > > hope that next time there will be some developers other than me!). > > > > Cheers, > > > > Kai > > > > [1] http://developer.berlios.de/ > > [2] http://sf.net/projects/adonthell/ > > > > _______________________________________________ > > Adonthell-general mailing list > > [email protected] > > http://lists.nongnu.org/mailman/listinfo/adonthell-general > > > _______________________________________________ Adonthell-general mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/adonthell-general
