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Re-evaluating dialogue engines

Posted on 2021-08-042022-08-17 By hugh

I want our screenwriters to have a great tools, in order to be able to:

  • Write dialogues/quests in a simple, human-writer-readable-writeable format;
  • Quickly run and test them;
  • Be able to do automated validation: dangling brancehs, branch prices/probabilities

When I searched for a dialogue engine (format + editor/prototyping tool + library) at the beginning of the project, I only paid attention to Ink and Twine.

Ink is mostly suitable for IF (interactive fiction), not CRPGs.

Twine‘s integration into game engines is mostly nonexistent, and its format is a cryptic Javascript embedded into HTML.

So, I wrote my own dialogue engine and language (see the previous post). A prototype of such, but anyway.

What happened next?

I found YarnSpinner!

  • It integrates into Unity (who knows, we might end up there. Everybody uses Unity).
  • The syntax is simple, and there’s a grammar definition, almost ready to be reused in my own parser.
  • It has a rapid prototyping tool, too.
  • It can both integrate the RPG engines’s state into its formulas, and change it by sending “command messages” to the integration API.
  • And it has stuff I didn’t think about, like localization support and the above-mentioned commands.

Sigh.

I’m seriously considering throwing Talk (my dialogue DSL) away and rewriting my dialogue engine in YarnSpinner.

OTTH…

I looked for “nested Stories” tool for a bigger game, because dumping all story nodes on one screen scales pretty horribly.

Only one tool, Articy Draft, can do it. It’s a commercial tool, with an unreasonable monthly subscription cost ($60/month), but luckily, it has a once-purchaseable Steam version for $100. Much better than $60/mo.

The quest continues.

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