Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

Arrow left icon
Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

Chapter 5. Time to Breathe Some Life into This Town

Up until now we have been building a general foundation for our game that includes loading maps, displaying textures, persisting game state, and developing interactive UIs. At this point, we will start to develop features more specific to RPGs. In this chapter, we will explore conversation trees in order to add lore and backstory to our adventures through the land of BludBourne, and also make the NPCs more interactive and interesting. We will also look at developing the store inventory, which can be used for not only dealing with money transactions, but also as a simple trade screen with any NPC (if they have items).

In summary, we will cover the following topics in this chapter:

  • Speech windows with dialog trees
  • Shop store UI with items and money transactions

There is some theory that we will cover to better understand how conversation trees work and then we will quickly move to the actual design and implementation used in our game...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime