Author Topic: Age-of-mythology-like "speech" in glest?  (Read 3051 times)

assassin

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Age-of-mythology-like "speech" in glest?
« on: 2 September 2009, 10:14:38 »
I was wondering if it would be possible to implement a sort of message at the bottom of the screen which did not have a close option, but instead closed after a certain time had elapsed (like in age of mythology:
http://www.lorddownload.com/1-free-downloads/a/age-of-mythology/age-of-mythology-1.jpg)
I think this would mean that scenarios could have a much stronger storyline if the characters could "talk". Maybe there could also be sound clip played, which could be someone saying the words...
« Last Edit: 2 September 2009, 14:33:19 by assassin »

silnarm

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Re: Age-of-mythology-like "speech" in glest?
« Reply #1 on: 3 September 2009, 01:51:10 »
I was wondering if it would be possible to implement a sort of message at the bottom of the screen which did not have a close option, but instead closed after a certain time had elapsed (like in age of mythology:
http://www.lorddownload.com/1-free-downloads/a/age-of-mythology/age-of-mythology-1.jpg)
I think this would mean that scenarios could have a much stronger storyline if the characters could "talk". Maybe there could also be sound clip played, which could be someone saying the words...

Well, setDisplayText() will put a message at the top left, and can then be cleared or changed at will.

Support for multiple messages (perhaps with a scrolling effect, like the loading log screen) to do dialogue would be cool though.
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Mark

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Re: Age-of-mythology-like "speech" in glest?
« Reply #2 on: 3 September 2009, 02:00:45 »
But is it possible to have a sound file?  That sounds very cool, but really unworthy of the trouble.  Maybe this could be done with stop commands that have sound files?  Idea:  A tutorial where a player gets a hero with multiple "tutorial texts".  I think that there is a good possibility that this has been discussed previously. 

Oh, Darn, I wanted to keep this a secret for me!  Oh well, the needs of the many are more than the ones of me.

John.d.h

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Re: Age-of-mythology-like "speech" in glest?
« Reply #3 on: 3 September 2009, 02:09:32 »
Playing audio dialogue would be great, but I think we'd need to add support for a format other than wav, which is way too big for all the dialogue in a campaign.  Of course I'm referring to mp3 or something similar.

silnarm

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Re: Age-of-mythology-like "speech" in glest?
« Reply #4 on: 3 September 2009, 02:40:17 »
Playing audio dialogue would be great, but I think we'd need to add support for a format other than wav, which is way too big for all the dialogue in a campaign.  Of course I'm referring to mp3 or something similar.

We have ogg already.

It would be good to have sound too.  I don't believe it will be difficult, but no promises yet... time time time... where does it all go ... :(
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Idanwin

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Re: Age-of-mythology-like "speech" in glest?
« Reply #5 on: 5 September 2009, 19:45:27 »
Would it be possible to have messages with multiple 'options'?

For example, in a scenario, you explore and suddenly a couple of bandits close in from you on all sides and their leader steps forwards and asks you for your life or your money (that's the message). There are two selectable options: "Give the money." and "Don't give the money." If you select the first you lose some gold and the bandits go away, if you select the second they attack you.

silnarm

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Re: Age-of-mythology-like "speech" in glest?
« Reply #6 on: 6 September 2009, 10:33:08 »
Another good idea!

That will definitely have to wait though, I don't want to touch the current GUI, because it's all coming out and getting replaced anyway.
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daniel.santos

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Re: Age-of-mythology-like "speech" in glest?
« Reply #7 on: 18 September 2009, 07:41:55 »
Ahh, another good topic to catch up on! =)

I believe we explored how this should work some time back, but not too deeply.  This entire category of discussion falls under scenarios, triggers, scripting, etc.  I strongly encourage no quick action and instead, careful analysis of the requirements -- that is, what will fulfill the greatest number of needs with the most eloquent design.  Let me summarize.

First, to make campaigns work correctly, we'll need a way to persist player data between scenarios.  Most games do this by having you create a player profile and then selecting which player profile you're going to use when you start playing.  Many (perhaps most) campaigns will want to store variables from one scenario to the next, based upon decisions you've made, units that survived, etc.  So first is the concept of a player profile.

Within each player profile, campaign data will be stored in separate files (or directories if need be) for each campaign.  Each campaign should also be able to specify a pre and post scenario UI (via whatever GUI library we end up with).  This UI will need to be interactive may involve character generation (at the start of the campaign) or other choices the player will make.  Perhaps it will allow them to "go shopping" between scenarios, etc.  This should be possible entirely via XML (or whatever the GUI library takes as input), images, sounds, etc. and Lua script (all as part of the campaign's data).

Next, each scenario will need to be scriptable to the extent of "cut scenes", as described in this thread.  I'm thinking that this should be possible via custom UI components specified via the scenario and then using Lua triggers to display those UI components, manipulate their text and play audio files.

So those are my thoughts, and yea, that's a bit of a longer term goal and definitely will require the GUI.  But at least we finally have the 3.2.2 merge thanks to silnarm! =)

hailstone

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Re: Age-of-mythology-like "speech" in glest?
« Reply #8 on: 18 September 2009, 10:05:38 »
I've been studying Enterprise Software Architecture at uni and think that we might be able to have online profiles where stats are stored, and news is fed to the game, etc. Like MMO games do. Something to consider anyway.
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daniel.santos

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Re: Age-of-mythology-like "speech" in glest?
« Reply #9 on: 18 September 2009, 18:59:45 »
Very interesting idea. And then we could store wins/losses for their network games? :)

But for the basics of implementing campaigns, I don't think a network profile is necessary and I could see people being irritated if they were required to create one just to play a local campaign (a lot of people don't do network play).  And I know that it's possible to create such a profile without requiring them to produce a username and password (i.e., by creating a random key on the client), but then if their machine ever crashed and they had to rebuild it or the key was otherwise lost, that profile would be gone.  Plus, it's not nice to talk to servers without people knowing that you are (some might call that spyware in and of its self!)

 

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