![]() This picks out whether we are generating a bow or a sword "setWeaponType": ",""] In that case, you might have a grammar like ![]() You may find that you want to generate more complex stuff with a single query, such as generating a sword name and a related description like “General Greenblat’s Blade” “a sword found by General Greenblat while searching for her lost puppy”. To generate whatver content you’ve authored. RpgGrammar.flatten("#innName#") or rpgGrammar.flatten("#NPCName#") or rpgGrammar.flatten("#armorDescription#") or rpgGrammar.flatten("#combatSound#") These basic content creation tasks are easy for Tracery! Create a grammar “rpgGrammar” (or several, like “weaponGrammar”, “innNameGrammar” etc if you don’t want to share content between grammars) with your writing. Even the original 1966 ELIZA chatbot used templating in its dialogue generator. Zach Johnson, the creator of Kingdom of Loathing invented a templating language to create game content like combat text and hobo-names ( ). Pippin Barr uses it to generate thoughtful frowns and headscratches in It is as if you were playing chess.īeyond Tracery, there are other templating languages, and many game developers have built their own. Darcy’s Dance Challenge uses it for endless insults from Mr. Dietrich Squinkifer uses it in Interruption Junction for an endless stream of dialogue and in Mr. Tracery, and other grammar-based templating languages, are already popular in games to create new content. Ladykiller in a Bind and Hatoful Boyfriend may have very similar mechanical systems driving them, but what wonderfully different experiences we get from their unique content! From flavortext on Magic: the Gathering cards to story arcs and dialogues of dating sims, or the sprawling poetry of Twine games, content can serve many purposes in a game. But even for games with identical rule systems, content can create flavor and feelings that go far beyond the meaning of rule systems. Games often have abstract rule systems at their core (see Joris Dormans work on modelling games abstractly ). But there are some good techniques for adding Tracery to games that I’ve encountered. Tracery is best for adding decoration afterwards. It is best to use your game code (javascript or Unity, or whatever else you use) itself to perform complex tasks like these. If you find yourself trying to do very complex data storage and conditionals with Tracery, you might be trying to build a cathedral with filigree. Tracery doesn’t hold up the cathedrals: it’s decorative not structural. Tracery is named for the architectural term “tracery”, the curly filigree part of gothic cathedrals. Someone online asked if there was a guide to integrating Tracery with games, so I wrote one.
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