User talk:Onderduiker: Difference between revisions

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→‎Keeping track of KotOR templates: Updated KotOR Dialog to KotOR/Dialog: old templates soon to be marked for deletion
(→‎Awesome work on KotOR: Thanks and answers)
m (→‎Keeping track of KotOR templates: Updated KotOR Dialog to KotOR/Dialog: old templates soon to be marked for deletion)
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::I may move the Templates and Images sections from the [[Talk:Star Wars: Knights of the Old Republic/Walkthrough]] page to the [[Talk:Star Wars: Knights of the Old Republic]] page, since neither are exclusive to the walkthrough. Once I've created the two remaining templates, I'll post in the staff lounge: they'll all be used extensively, and similar or identical templates will be used for its sequel (and possibly similar games like Dragon Age: Origins in the future) so I want to be sure there are no issues before I start using them. [[User:Onderduiker|Onderduiker]] ([[User talk:Onderduiker|talk]]) 23:08, 5 May 2015 (UTC)
::I may move the Templates and Images sections from the [[Talk:Star Wars: Knights of the Old Republic/Walkthrough]] page to the [[Talk:Star Wars: Knights of the Old Republic]] page, since neither are exclusive to the walkthrough. Once I've created the two remaining templates, I'll post in the staff lounge: they'll all be used extensively, and similar or identical templates will be used for its sequel (and possibly similar games like Dragon Age: Origins in the future) so I want to be sure there are no issues before I start using them. [[User:Onderduiker|Onderduiker]] ([[User talk:Onderduiker|talk]]) 23:08, 5 May 2015 (UTC)


:::Sounds good. Your dialogue templates are perfect for this type of game. My only issue is that I used Dragon Age wiki a ton when I was playing through Origins (I only got 75% of the way done; I will re-visit it some time, but I am stuck trying to make some relationship events occur). Looking through all of the dialogue possibilities, I really liked the simplistic trees made from bullets. I'm not sure how to visualize a dialogue template that could offer the same ease of use. That said, the best walkthrough will be one that will offer players of any type a successful path through the game. If that means omitting parts of the dialogue where insignificant choices are, then maybe we should do that. I wonder if we could add a parameter to {{t|KotOR Dialog}} to have sub-dialogue entries (e.g. if you choose option 1, the second dialogue box would be, say, indented and then show all of the options available after that; and so forth). Or we could have the entire tree in the middle of the walkthrough, but collapsible... Hmmm. --{{User:Notmyhandle/Sig}} 23:31, 5 May 2015 (UTC)
:::Sounds good. Your dialogue templates are perfect for this type of game. My only issue is that I used Dragon Age wiki a ton when I was playing through Origins (I only got 75% of the way done; I will re-visit it some time, but I am stuck trying to make some relationship events occur). Looking through all of the dialogue possibilities, I really liked the simplistic trees made from bullets. I'm not sure how to visualize a dialogue template that could offer the same ease of use. That said, the best walkthrough will be one that will offer players of any type a successful path through the game. If that means omitting parts of the dialogue where insignificant choices are, then maybe we should do that. I wonder if we could add a parameter to {{t|KotOR/Dialog}} to have sub-dialogue entries (e.g. if you choose option 1, the second dialogue box would be, say, indented and then show all of the options available after that; and so forth). Or we could have the entire tree in the middle of the walkthrough, but collapsible... Hmmm. --{{User:Notmyhandle/Sig}} 23:31, 5 May 2015 (UTC)


::::I've completed all origin stories for Dragon Age: Origins but only one character has made it to Lothering, so I don't know if dialog is more complicated than that of KotOR. However, KotOR dialog is often a lot more straightforward than the number of options suggests: it often loops back on itself (returning to the same options minus the one just chosen, so these options can be listed in sequence), or mutually-exclusive options converge after only a brief separation (or none at all: different options often lead to exactly the same response). So dialog is often a lot more linear than it first appears... although an example of a more complicated dialog can be found on the [[Star Wars: Knights of the Old Republic/HK-47|HK-47]] page (that for Yavin Station is also a bit of a pain to unravel, which is why I haven't uploaded it yet).
::::I've completed all origin stories for Dragon Age: Origins but only one character has made it to Lothering, so I don't know if dialog is more complicated than that of KotOR. However, KotOR dialog is often a lot more straightforward than the number of options suggests: it often loops back on itself (returning to the same options minus the one just chosen, so these options can be listed in sequence), or mutually-exclusive options converge after only a brief separation (or none at all: different options often lead to exactly the same response). So dialog is often a lot more linear than it first appears... although an example of a more complicated dialog can be found on the [[Star Wars: Knights of the Old Republic/HK-47|HK-47]] page (that for Yavin Station is also a bit of a pain to unravel, which is why I haven't uploaded it yet).

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