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Having messed with RPG Maker formats recently, I find this fascinating because it's so much more elegant and nicer looking. Though it seems like it's more suit
by fbcpck 4mo ago
Having messed with RPG Maker formats recently, I find this fascinating because it's so much more elegant and nicer looking.
Though it seems like it's more suited to fully text based scripts. The format I was messing with was full of markers to e.g. change the facial expression of the speaker's portrait, play sound effects, etc. (mid dialogue!)
Makes me think about how script/dialogues are written and formatted internally in other mediums. Umamusume in particular stands out in my mind; it has a lot of movement and actions as the dialogue lines are spoken. Sounds silly but they really do make it feel more dynamic and alive.
- jeremyfa 4mo agoLoreline does have tags to address this. When you plug the language to an actual graphics/game engine, you can use them to change how you display things: barista: <concerned> That's a lot of coffee... <- use "concerned" tag in the engine to display a concerned face
- jeremyfa 4mo agoAnd you can also bind custom functions to the language too, to play sounds, animations etc. Here's an example from the docs: sarah: What's this green diamond? Wait, let me touch it... james: Nooo don't touch it! playExplosion() james: Sarah? Sarah!!