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Re: [Adonthell-devel] dlgedit, charedit, questedit


From: Kai Sterker
Subject: Re: [Adonthell-devel] dlgedit, charedit, questedit
Date: Tue, 13 Jan 2004 18:34:22 +0100

Am Montag, 12.01.04 um 19:46 Uhr schrieb Andrew Michael Phillips:

Thanks. I'll grab and install dlgedit on one of my boxen at some point.
Once I begin writing dialog (as I intend to do), where should I begin? AT the beginning? With a specific character I like, or someplace else? Does
it really even matter?

Doesn't matter that much, I think. If we did start at the beginning, we could more easily test what we have, but OTOH, serious testing will have to wait until nearly everything is complete anyway.

So you're free to pick the characters and events you like most (although for consistency, all dialogue of a character should be written by the same author).


Will charedit be re-written from scratch? I haven't looked at it yet, so I
don't know what has been implemented or what still needs doing.

Probably not from scratch, but now that I have thought about it, I will certainly change some things and add others as they are needed. Right now, you mainly can assign a character's initial attributes and dialogue, but no items, gfx, schedules and such.

[Technical note: instead of letting mergechars directly create the binary character.data file, it could fill in a premade python template with the values assigned in charedit. Then we can use the resulting script to initialize the game the way we did with WE, except that no code needs to be handwritten. That way, mergechars needs not know anything about the binary character.data format, and when character implementation changes, only the template needs to be updated. mergechars will work unchanged. We might even have different templates for different types of characters. Think of monsters and such ...]

Kai





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