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by fbcpck 44 days 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.

2 comments

Loreline 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

And 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!!