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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

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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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

Speech windows with dialog trees


The following image (Figure 1) shows an example of a conversation used in our game, with the basic dialog text at the top-half of the UI window, and the various selectable choices presented at the bottom-half:

Figure 1

Theory behind conversation trees

In the general parlance of game development, the terms conversation tree or dialog tree are commonly used to specify the UI dialogs that are presented when interacting with NPC characters in a video game. This is a nice level of immersion because this is a chance for the player to interact directly with an NPC based on choices of dialog, instead of just stealing items from their homes or attacking them. The idea of conversation trees has existed before video games started to use them, such as the Which Way or Choose Your Own Adventure books, which gave the reader two choices at the end of each chapter. This mechanic of branching dialog choices led to either a good ending where the player was successful or a bad...

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