One of the things I am hoping my conversation system will facilitate is a collaborative approach to projects, in which one person is in charge of managing the code while others contribute content. To that end, I’ve put together a little collaborative authorship experiment.
I’ve written the beginnings of a one-scene, one-NPC game. (Best to keep this simple to start with.) You’re invited to play with it (and look at the source code, if you want). It’s part Snow White, part Halloween story. (Check here for the latest posts on this project.)
If you come to a point in the conversation where you want to say something but your chosen dialogue is not implemented, the system will invite you to write your own dialogue, and will ask you some questions about how that dialogue should fit into the existing scene. It will generate the appropriate source code and store it in a file called NewConversation.glkdata, in the same directory with your game file. If you email that to me, I’ll compile it into the game and release a new version (and add you to the author list). My theory is to do this for about a week (until Nov. 3), then stop accepting new entries, put in some endings based on the conversation directions that emerged. (Though probably I won’t do that Nov. 4. I expect to spend election day obsessively refreshing CNN, and I’d be lying if I claimed otherwise.)
I’ll also welcome any feedback about how well the system works and/or how confusing you find it to use.
It may be that this doesn’t prove very interesting to people, but that would also be useful feedback — if no one wants to participate in projects like this, then at least I’ll know that supporting them isn’t a top priority!
Anyway, if you want to play along, the opening game is here. (It does require indexed text handling, so you will need a recent Glulx interpreter.)