Almost every adventure and every RPG has some kind of dialog system. The best known example of this is Indiana Jones and the Fate of Atlantis.
The dialog at the end where they are at the heart of Atlantis must have been a nightmare to make. There are so many paths indiana could follow through,with only one path leading to a survival. Thinking about how to make such a system, I thought i’d had a look what’s available on the web. Not much at first, so I almost thought about making my own crummy system. But eventually I found and chose something, although it’s a Windows application.
I looked at Twine a free online creator of those dialog trees (http://twinery.org). It has Windows, OSX and Linux. So that’s very nice and it’s free.
On Ray Wenderlich I found some RPG samples that used Lua, that gaveÂ me some head start how to make such a dialog system. But because I am a one man coding army, I thought I needed a graphical way of creating those dialogs and testing those apartly from the game (testing takes about 60% of your alotted dev time!). Writing dialogÂ is also a creative process and If you don’t have a tool to write the dialogs it will become cumbersome to do.
Eventually I foundÂ Chatmapper , a commercial dialog editor (http://www.chatmapper.com). I was surprised it used Lua for scripting. This all seemed to fit nicely with the samples I saw on Wenderlich. So I gave it a go. It has very good support for various format, json, xml etc.. What is nice is that it also imports a project from xml, so If any transformation needed to be done on anything on the project file, it could be imported and will work just fine. It is very stable and mature and oh it’s used on the mostÂ recent Â Leasure Suit Larry game. So it will be capable ofÂ more than my needs.