CannonLars wrote...
Radwar wrote...
CannonLars wrote...
Smeelia wrote...
Seems reasonable, I don't think I'd use it but I can't see why it'd be a problem and it probably wouldn't be that difficult to implement (you'd just need to show the next subtitle for that option when the button is pressed/held and there are spare buttons on controllers/keyboards).
Yeah it wouldn't be hard to do. All they need to do is PASTE EVERY SEPARATE LINE OF 1000 SCRIPT PAGES ONTO EACH SECTION OF THE THOUSANDS OF DIALOGUE WHEEL OPTIONS.
I'd hate to be the intern who has to copy and paste all those.
You mean what they actually do in most RPG's that has multiple choices for answers? Gee how in the world did Bioware do it with games like Baldur's Gate & Dragon Age: Origins?
The subtitles are attached to when the audio plays, not when you are viewing answers. Those games were prepared from step one to use the text subtitles. I know it probably is an easier part of development, but I doubt it is a quick snap to get that implemented with all the lines and all.
Usually it's a resource file. It's also delinated in some way such that you can quickly parse it to handle branching dialogue.
As such, it's a few lines of code at most. If it takes an experienced dev an hour to implement and test, I'd be amazed.





Retour en haut






