Old-school adventure games were infamous for their mind-bending logic. While you might pull quite a bit of hair playing one, writing one can be a lot more fun, …

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  1. Just some random thoughts:

    My first thought for the dialogue trees was to do it with a pushdown automaton.
    To represent scripts my first idea was directed acyclic graphs – have actions as directed edges between nodes "begin action" and "end action", with also causality edges from whatever node to "begin action" nodes. Also label edges with durations. I'm not sure how to execute such a graph, though, and also this isn't really the best to differentiate between having a conjunction or disjunction of conditions for starting an action.

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