Shelter Podcast Interview

ahhh listening to that podcast takes me back to the days when I produced an on-line radio station that had a MMORPG talk show program.

I enjoy the complex dialog features Shelter will feature. I'd like to know more particulars on how the debug feature will work... It seems like that concept should have been put to use all ready.

Kill Al Gore?
 
Maphusio said:
I'd like to know more particulars on how the debug feature will work... It seems like that concept should have been put to use all ready.

Just a guess - but I think it works similar to the repair of binary trees (and their derivatives). So there is a logical structure a tree / (dialogue) must have - and the code fixes this if this is not the case.

...or they developed a really crazy language parser :lol:

(but I don't think so - because this one has to be adjusted to all kinds of languages Shelter will possibly support)


Anyway - nice interview with the two guys :clap: I really enjoyed listening to it.
 
Thank you Maphusio, Chewie.

We don't have a "debug feature", just what I perceive as a better internal design that is meant to save us a lot of time compared to what Fallout 2 quest designers had to go through.

It applies to choice&consequence management in relation to quests affecting each other.

Instead of following a preset tree, the system builds its own, while still adhering to general confines of storyline design.

So, "binary tree repair" is not that far from the truth ;)
 
Thanks for the props guys! We had a great time interviewing them. And after Fallout 3 limped into reality, I think now is as a good a time as ever for Shelter to begin taking root. Until then, Fallout 1 and 2 will continue to rest comfortably under my pillow every night, whispering sweet nothings into my starved turn-based appetite ears.
 
Back
Top