@craigmaloney @ordoalea Did I already show you dryads wake? It’s my try at finally creating a system for writing a dialog-based game-system that reads like typical theater-scripts: https://hg.sr.ht/~arnebab/dryads-wake/browse/dryads-wake.w?rev=1631a4928796#L332
There’s a presentation about it from FOSDEM a few years back: https://archive.fosdem.org/2017/schedule/event/naturalscriptwritingguile/
What I’m writing is more a tool for cutscenes in the game. Creating the dialogs the AI can build upon. Thanks to being embedded in Scheme, you can use it within any other structure you like — and have the full flexibility of Scheme available in the dialogs.
@craigmaloney @ordoalea (but the deeper motivation is that I’ve seen the high quality of Starcraft 1 storytelling, where the writers could edit to the very end, compared to the mediocre storytelling of cutscenes in Starcraft 2 which had to be finished long before shipping.
I want games where the story is the first thing to work and the last thing to be frozen.
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