Easygoing Eyebeast Enraged Slith Posted July 25, 2011 Posted July 25, 2011 I'm trying to keep my dialogue organized while designing my scenario in a chronological fashion (partly because I'm making it up as I go along), but I run into a problem where the character I'm writing for will have more to say later. I don't want my dialogue trees to end up in a chaotic mess, but I also want to continue working in this fashion. Any advice? Quote
Unflappable Drayk Lazarus. Posted July 25, 2011 Posted July 25, 2011 What do you mean by chaotic mess? Are you concerned that when you come back to add more dialog the new conversation line doesn't blend well with the old one, or are you talking about behind the scenes stuff like states and node numbers get messy? Quote
Easygoing Eyebeast Enraged Slith Posted July 25, 2011 Author Posted July 25, 2011 I just like keeping my scripts neat. I hate the idea of having nodes and states mixed up all over the place, even if it's completely functional. Quote
Unflappable Drayk Lazarus. Posted July 25, 2011 Posted July 25, 2011 Well you could just leave blank states and nodes in between NPCs. So if you finish NPC1's dialog and you're at node 15 state 5, start NPC2 at node 20 state 10 so that you can come back to NPC1 and add nodes without things getting confusing. Quote
Burgeoning Battle Gamma Metatron Posted July 26, 2011 Posted July 26, 2011 Relevant: if anybody's spent the past ten years thinking "Man, I have Python set up on my computer but I'm too lazy to spend five minutes writing a script to append new nodes to my dialog files" well today is your lucky day. gen new node.py This Python script will probably find the latest unused node, and then fill in all the boilerplate: condition = 1, state = -1, text1 = "some text", all that stuff. Note that you need to have Python set up on your computer in order to run the script. I also leave blank nodes. Quote
Magnificent Ornk Kelandon Posted July 26, 2011 Posted July 26, 2011 Originally Posted By: Lazarus. Well you could just leave blank states and nodes in between NPCs. So if you finish NPC1's dialog and you're at node 15 state 5, start NPC2 at node 20 state 10 so that you can come back to NPC1 and add nodes without things getting confusing. Yeah, this is what I do/did. I'm usually pretty accurate about how many nodes I'll need, too, as you can see in Nobody's Heroes. Quote
Magnificent Ornk Ephesos Posted July 28, 2011 Posted July 28, 2011 Originally Posted By: Lazarus. Well you could just leave blank states and nodes in between NPCs. So if you finish NPC1's dialog and you're at node 15 state 5, start NPC2 at node 20 state 10 so that you can come back to NPC1 and add nodes without things getting confusing. I do this as well. Generally I'll set aside 10-20 per NPC. Quote
Magnificent Ornk nikki. Posted July 28, 2011 Posted July 28, 2011 Eh, I just come back and tack them onto the end. I mean, it's "messy", I guess, but it's never confusing because I have a flow diagram on a sheet of paper for each major NPC's conversation tree. Quote
Easygoing Eyebeast Enraged Slith Posted July 28, 2011 Author Posted July 28, 2011 You guys are making it increasingly difficult to procrastinate. Quote
Understated Ur-Drakon Celtic Minstrel Posted July 30, 2011 Posted July 30, 2011 Also, you don't need to sort your nodes in numerical order, which might help. Quote
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