Marzipan wrote:You do realize you don't have to implement deep meaningful interaction with every NPC in the game, right? If they were meant to be just scenery you don't have to give them special conversation commands at all. Every object has that handy 'Script to run when asked about unknown topic' bit under Ask/Tell. You could just put something there about them brushing off or ignoring the player (which would be a perfectly natural reaction to some random stranger barging in and pestering them with questions) and move on to the actually plot-relevant bits elsewhere.
Marzipan wrote:Glad to hear it!
And yeah, what you've described is basically exactly what you have to do. Under the Ask/Tell tabs you'll see lines that says 'Script to run when asked/told about an unknown topic'. If you don't have any specific conversation topics defined then anything the player asks them about will count as unknown, all you really need there is a print message that spits out a generic response.
Silver wrote:Did you get round to reading that Emily Short article on IF design that you said you'd 'bookmark', Judd? It predicted that you'd find yourself in this very position and suggests ways to go about stopping it (the shelving of projects) from happening.
OurJud wrote:"Silver"
Did you get round to reading that Emily Short article on IF design that you said you'd 'bookmark', Judd? It predicted that you'd find yourself in this very position and suggests ways to go about stopping it (the shelving of projects) from happening.
Are you sure that was me? I don't have anything in there. You got the link again?
Silver wrote:You should download the IF Theory Reader for bed time perusal. Lots of great stuff in there.
http://www.lulu.com/shop/kevin-jackson- ... 51190.html
OurJud wrote:Should come as no surprise really - I don't think I've ever seen anything through to the end in my entire life.
jdpjdpjdp wrote:"OurJud"
Should come as no surprise really - I don't think I've ever seen anything through to the end in my entire life.
As someone with experience with mental illness, I'm going to suggest, from that sentence, that your real problem may be that you're depressed. I don't know if you have any experience with that, but my advice is to forget about the project for now and just get yourself in a better brain space. (If you do have experience with depression, you'll know what works for you.) If you fixate on your game right now it'll just be one more thing that's going wrong for your brain to turn into a reason to be depressed. Once you get the clouds out from over your head, then you can think about revisiting your game with a clear mind.
Thus ends my armchair therapy. Hope things work out for you in any case.
jaynabonne wrote:So I'd say put it in a drawer for now (or on the shelf), try some other things that interest you, and see if it calls you back. If it does, then there's something there. If not, then it was your first project learning Quest, and take what you can from that experience.
Silver wrote:The same as any art really. It's easier to doodle out the ideas than it is to tie up the loose ends into a finished work. Ask any writer how many unfinished stories they have, or digital composers how many interesting music projects are sitting there unarranged and unstructured.
jaynabonne wrote:I just put my head down and focused on the road ahead of me. Rather than see the summit coming toward me in an agonizingly slow way, I just watched the road ahead of me passing past my tires...
OurJud wrote:As you'll know depression never really leaves you, just goes and lies dormant for the occasional period (if you're lucky).
Anyway, The first of the Masters Snooker semi-finals is just about to begin - O'Sullivan Vs Robertson - so I'm set for the affy
jdpjdpjdp wrote:You followed that with a , so despite being American to the point of not understanding half of that sentence, I'll assume it's something that'll improve your mood. Enjoy!
Silver wrote:Oh I didn't realise that. We only have one game of pool - pot all your own colour then black to win. Although there's variations such as killer.