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	<title>Comments on: What&#8217;s in a Dialogue Tree?</title>
	<atom:link href="http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/</link>
	<description>Game development, design, and discussion</description>
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		<title>By: Smoke Dialogue Trees &#124; Illogic Tree</title>
		<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/comment-page-1/#comment-188</link>
		<dc:creator>Smoke Dialogue Trees &#124; Illogic Tree</dc:creator>
		<pubDate>Wed, 13 May 2009 09:40:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=633#comment-188</guid>
		<description>&lt;p&gt;[...] http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/ [...]&lt;/p&gt;
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		<content:encoded><![CDATA[<p>[...] <a href="http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/" rel="nofollow">http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/</a> [...]</p>]]></content:encoded>
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		<title>By: Craig Stern</title>
		<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/comment-page-1/#comment-187</link>
		<dc:creator>Craig Stern</dc:creator>
		<pubDate>Sun, 10 May 2009 16:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=633#comment-187</guid>
		<description>&lt;p&gt;I developed my own dialog tree system for the Telepath RPG series, and structurally, it&#039;s similar to what you have, though I approach certain things differently. I use two different functions: (1) a conversation function which calls the appropriate dialog and reply text depending on two variables (the conversationID, which is usually just the name of the person you&#039;re talking to; and the conversationBranch, which is simply a number that differentiates the different--you guessed it--branches of the dialog tree); and (2) a reply function, called when you click a reply button, that changes the conversationBranch (and possibly other things as well) depending on the current conversationID and conversationBranch, as well as which reply button you clicked (via a third variable, the replyID). The reply function then calls the conversation function to update the dialog and replies.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>I developed my own dialog tree system for the Telepath RPG series, and structurally, it&#8217;s similar to what you have, though I approach certain things differently. I use two different functions: (1) a conversation function which calls the appropriate dialog and reply text depending on two variables (the conversationID, which is usually just the name of the person you&#8217;re talking to; and the conversationBranch, which is simply a number that differentiates the different&#8211;you guessed it&#8211;branches of the dialog tree); and (2) a reply function, called when you click a reply button, that changes the conversationBranch (and possibly other things as well) depending on the current conversationID and conversationBranch, as well as which reply button you clicked (via a third variable, the replyID). The reply function then calls the conversation function to update the dialog and replies.</p>]]></content:encoded>
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		<title>By: Gornova</title>
		<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/comment-page-1/#comment-186</link>
		<dc:creator>Gornova</dc:creator>
		<pubDate>Fri, 08 May 2009 13:28:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=633#comment-186</guid>
		<description>&lt;p&gt;i&#039;ve found this editor for nwn dialog system:&lt;/p&gt;

&lt;p&gt;http://flamewind.com/programs.html&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>i&#8217;ve found this editor for nwn dialog system:</p>

<p><a href="http://flamewind.com/programs.html" rel="nofollow">http://flamewind.com/programs.html</a></p>]]></content:encoded>
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		<title>By: twood</title>
		<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/comment-page-1/#comment-181</link>
		<dc:creator>twood</dc:creator>
		<pubDate>Wed, 06 May 2009 13:23:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=633#comment-181</guid>
		<description>&lt;p&gt;Yep, I was going to suggest looking at neverwinter nights as well.  It has a very powerful dialogue engine.  I&#039;m not sure how they implemented it, but it&#039;ll give you ideas for nice features - i.e. jumping between portions of the tree depending on selected options, tying scripted events/triggers to responses, etc.  If your game is anything more than text based, you&#039;ll probably end up wanting to define things like animations to play or camera movements, within the tree as well.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Yep, I was going to suggest looking at neverwinter nights as well.  It has a very powerful dialogue engine.  I&#8217;m not sure how they implemented it, but it&#8217;ll give you ideas for nice features &#8211; i.e. jumping between portions of the tree depending on selected options, tying scripted events/triggers to responses, etc.  If your game is anything more than text based, you&#8217;ll probably end up wanting to define things like animations to play or camera movements, within the tree as well.</p>]]></content:encoded>
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		<title>By: aschearer</title>
		<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/comment-page-1/#comment-180</link>
		<dc:creator>aschearer</dc:creator>
		<pubDate>Wed, 06 May 2009 07:34:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=633#comment-180</guid>
		<description>&lt;p&gt;Thanks, this looks really useful, definitely going to have to dig in!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thanks, this looks really useful, definitely going to have to dig in!</p>]]></content:encoded>
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		<title>By: Rob</title>
		<link>http://www.anotherearlymorning.com/2009/05/whats-in-a-dialogue-tree/comment-page-1/#comment-179</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 06 May 2009 07:27:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=633#comment-179</guid>
		<description>&lt;p&gt;Hi, maybe you can have a look at Neverwinter Nights, goold old CRPG from Bioware. There are some developer resources here: http://nwn.bioware.com/developers/ There should be a description for the Dialog-file format (gff files).&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hi, maybe you can have a look at Neverwinter Nights, goold old CRPG from Bioware. There are some developer resources here: <a href="http://nwn.bioware.com/developers/" rel="nofollow">http://nwn.bioware.com/developers/</a> There should be a description for the Dialog-file format (gff files).</p>]]></content:encoded>
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