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Name: Anonymous 2010-07-22 20:43

With out using objects what would be the simple way to organize the choices for a chose your own adventure game that branches at every question and does not loop back a lot? This is just something simple I want to throw together because some guy is writing the story anyhow and I'd like to put it in game form.

I have code that I am going to reuse from a H game style framework. But H game visual novels don't branch a lot. I know the code could get messy.

Name: Anonymous 2010-07-22 20:47

Define a simple scripting language in which the visual novel is written. Make an interpreter or compiler for it.

I've seen hundreds of VNs by now(/jp/sy here), and all of them have their own scripting language (either text which is interpreted or compiled to bytecode). Why do you want to make your own engine? There's so many of them already, some quite good.

Name: Anonymous 2010-07-22 21:24

Alternatively, a tree of structs containing a few strings and maybe a couple of function pointers can be perfectly adequate.

Name: Anonymous 2010-07-22 21:44

>>2
all of them have their own scripting language
Mostly to let the artists write the scenarios and not the programmers. You can tell they're artists because they copy/paste huge chunks of code when they want to reuse something.

As VNs are usually written mostly in a DSL, it would probably be appropriate to write it in a Lisp.

>>1
In the end it's all gotos. Make a flow chart and organize your files by major branches.

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