Storylets and Love2d
Re: Storylets and Love2d
Reading this thread, Skyrim's dialogue system comes to mind again and again.
Re: Storylets and Love2d
Maybe thousands of text quests form Space Rangers 2.
Re: Storylets and Love2d
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
Re: Storylets and Love2d
And also this:
https://github.com/astrochili/narrator
https://github.com/astrochili/narrator
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
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Re: Storylets and Love2d
LOL look who wrote yarnparser! It was me
But yarn, as cool as it was, was very much about branching dialogues and stuff. And even though storylets can do something like branching dialogues, where it excels is in an interactive environment, by creating stories based on player interaction. Emily Short did a lot of cool IF games like this. I'm trying to remember one specific blog article that explained it in a way that lit up my brain- not by Emily Short though. They talked about having "story cards" as something similar to lua tables, fired off when certain conditions are met, and then they progress through that story, and multiple stories can happen at once.
I might strip out my rpg game engine specific stuff and release what I'm using here as open source. It would just handle firing off storylets based on world states, so I dunno how helpful it would be, since you would have to do everything else.
Re: Storylets and Love2d
Haha, nice! What about the other one? It has branching, state, variables, conditions etc.
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
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Re: Storylets and Love2d
Not quite! It's still the same old way people do dialogue trees. It's more...hmm.
I need to find some of those articles that explain it better than I do. But thanks! These things work great for classic stuff
I need to find some of those articles that explain it better than I do. But thanks! These things work great for classic stuff
Re: Storylets and Love2d
I would be interested about the result if you proceed with your implementation.
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
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Re: Storylets and Love2d
Sure, I'm using it in Candlebook Island (was originally called Monster Heart), coming out in the Nintendo Switch later this year (and then eventually to PC/Mac/Linux on Steam, itch, etc). It's not going to be complex, I'm still getting used to how storylets work, so using them in this will be a simplified version. Later games I'll try and use them to a greater advantage, and do some cool stuff with it.
Re: Storylets and Love2d
I'm very interested to see more about storylets too. decent articles on substack about your candlebook island development - good stuff.
my first project with Lua was a text tokenizer and text adventure game with items, about 10-15 rooms, characters and some branching dialog. I'm interested in a more dynamic, even 'procedural' dialog system and storylets seems like the right direction.
my first project with Lua was a text tokenizer and text adventure game with items, about 10-15 rooms, characters and some branching dialog. I'm interested in a more dynamic, even 'procedural' dialog system and storylets seems like the right direction.
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