Still following this intently! Keeps getting better.
I'll add a question to the mix: why must all major civilizations readily speak the "common tongue"? Might be interesting to have different languages across the world. It seems like a bit of a waste to ponder and implement all these learning methods only to apply them to minor dialects. Well, unless those dialects aren't really minor, and thoroughly colour the variant of the common tongue a given nation speaks.
Completely agree - I'd be disappointed if there aren't a number of main languages, especially as language is so tied into culture. Dialects are good and all, but there are very few dialects (at least in reality) that you'd have to actually learn from a book or a teacher.
I'd suggest that there be a relatively small number of major languages, and the player would know a number of them to start with (depending on their house). On top of that you'd have a lot of smaller ones for tribes and the like. Whilst it might be hard work at this junction, I don't think you need to go too far into making the other languages 'other' though - a simple substitution for English words would do and you could always improve on that if you wanted to later.
Thanks!
. Hmm, basically the reason was that I haven't yet found a way to learn a *language* that wouldn't be tedious, grindy, annoying, etc. If I do find one, though, I do quite like the "small number of main languages" idea - that could be quite a nice balance between giving every nation its own language with the potential gameplay difficulties there, and the greater realism of having linguistic blocks across the world. I'll think about it!
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Remember that technical stuff I talked about last time, and the dialect learning system we discussed the week before? This is going to be one of those rare URRpdates which is actually semi-technical, and I’m going to talk a little bit about how I’m going to implement and store the player’s knowledge of each dialect.
Dialects vs Languages
Firstly, as mentioned last week, I’m talking currently only about dialects – which for the sake of URR I’m currently defining as “a way of speaking English” – rather than languages, which in the URR context I’m defining as a totally different set of characters being used for speech, which might be unintelligible to the player character. The latter will be used for tribal nations (once I figure out a way to implement it that isn’t totally infuriating), but for 0.8 and all immediate future releases, we’ll be focusing on dialects rather than entire languages. It was suggested on URR’s Bay12 thread this week that languages could actually play a small role in the “main” civilizations of the world, i.e. the feudal and nomadic ones, by having 3/4/5 languages across the world as well as dialects, so that you have a lot of nations you can visit that speak your language (which would offset the potential annoyance of having exploration curtailed by language problems) but there are still multiple languages even in the large nations of the URR world. I’m pondering this option and haven’t reached any conclusions yet, but it’s definitely an interesting option.
Technical Specifics
So, I am faced with a bunch of interesting challenges here. I see these four in particular, and I have four solutions I’m currently implementing, with the target of having a working model by this time next week, and some nice screenshots to show off!
Firstly, a system is required that can both keep track of standard “sentence meanings” – such as [Standard Greeting] – and however many custom sentence meanings might be required within a particular game world, such as [Ask about the painting “Sunrise over the Empire of Nurnek”], which will obviously be unique to that particular playthrough. These should all be given to the player in the same way and at the same time, so that the player starts with just a bunch of standard conversation options, and then as time goes by and they learn more about that generated world, they’ll gain a massive range of other conversation options. My intention is that upon world generation, the player will be given a range of sets of the sort greeting_questions = [], farewell_questions = [], and so forth. These will then be populated with a standard set, but they can also be added to manually by the game as a particular playthrough proceeds; so encountering a work of art will append a new possible sentence about that work of art. In turn, each of these additional sentences will be part of an archetype, e.g. “ask about painting”, “ask about sculpture”, etc, and a “tag” on each will keep track of what each sentence means, so that when the player learns how to say [Ask about painting “X”], every sentence of that sort becomes ask-able. A quick mock-up of how this should look, if the player had clicked on the “Past Life” option:
Secondly, the game needs to track what dialects the player character can and cannot say each thing in. This has two obvious options – either the game tracks sentences and lists for each one the appropriate dialects the player knows, or lists the dialects and tracks the sentences that can be said. It became immediately clear that it should track the sentences and then record valid dialects for each sentence, rather than the other way around – if I tracked the dialects, then each dialect would quickly fill up a massive list of valid sentences which would take a long (“long” by roguelike standards) time for the game to sort through each time. Therefore, the game tracks all sentences, and in each sentences has a list of numbers, which relate to each civilization whose dialect the player can say that sentence within.
Thirdly, a method for storing dialects themselves is needed. I’m not currently completely sure about the correct method to do this, but it’s one of the things I’ll be thinking about this coming week, and then implementing the week after. If you look at the URR slides below, you’ll get a good impression of the variables that need to be recorded, and those need to be put into each civilization somehow. More on this later!
Fourthly, we need a method for sorting through certain conversation options that might come with a particularly large volume of viable options. For example, regardless of your dialect, the “Greeting” menu might only have a few options – “Warm Greeting”, “Greeting”, “Terse Greeting”, etc. By contrast, the “art” menu will end up including every piece of artwork you ever see, and if you reach the end of the game, and you’ve investigated a lot of galleries, mansions, cathedrals, castles… it’s going to be the pretty colossal list, and there probably needs to be some way for the player to immediately sort through them. Maybe options to sort by civilization, or start typing in a word and it tries to match that up? So once you know a particular piece of art called “Sunrise over the Great Southern Ocean”, you can type in “Sunri” and it’ll immediately offer you that option. There could be other methods, but I think some combination of those might be the best.
My intention for this week, therefore, is to populate all the option menus with an appropriate set of options, and to start figuring out how exactly to store dialects and therefore generate sentences. More soon! And here’s another mockup I put together for this week’s presentation:
Lastly, if you want the slides from my recent talks in Canada, head here!
http://www.ultimaratioregum.co.uk/game/2016/06/05/dialects-the-technical-side/