When you're trying to churn out a game fast, it might make more sense to define your items, texts or conversation in code files. Here's how to do it, an example from my current project. Back on my first two games (Postmortem and Karaski) I set up convenient tools for managing my data. Here is an example of my dialogue trees:
It's barely a little bit of extra syntax fluff, and I had instantly-accessible data structure I could reference by simply including the JS file! I didn't need to do any "loading" or parsing either. I also dded a few scripting members (like the ReqApproved) that I'd just check each game day to see if given paper should show or not.
Previously I used graphs for flexibility, and many RPG games used flat text files or the (godawfully difficult to follow) trees, like in Neverwinter Nights.
No need to parse code or tokens, since it's automatically executed. Yes, it does require more syntax fluff, but it's pretty manageable once you get the hang of the weird structure and helper functions (like SetThread() or AddResponse()).
To create a world brimming with lively creatures and lucrative loot, most games have some sort of editor to visually place those in 3d or 2d space. The game then loads these "scenes" at startup and creates all the entities as defined. Parsing, parsing, parsing...
With a few helper functions (Spawn two NPCS with a dialogue, spawn a group of protesters, spawn a rioter who runs and throws a molotov etc.) and pre-defined constants for locations markers, I could quickly create my game world. Because it is code, I could customize each game day by checking for variables, event triggers or randomizing results. All my changes showed up instantly without any exporting/parsing from a 3rd party editor. And it was good for tweaking, keeping everything neatly in one place (rather than closing/reopening multile "day scenes" or tracking conditionals on each entity individually).
An important caveat needs to be made. This data-in-code approach is really meant for prototyping or small games where you know the amount of data will always be manageable and everyone working with it knows the basics of coding. It can be a huge huge time saver when used properly, but a hindrance on bigger projects with more complex structures or delineated team roles. There is a reason why I set up a whole system to import XML data from a 3rd party graph editor with scripting support for conversations in my first two games. Over the two years of production, the ability to visually edit the dialogue was very important, and it allowed my non-tech savvy writers to work with it as well. Trying to define THIS purely in code would have been a disaster:
So, as with any online game dev tutorial, exercise a bit of common sense. It's just a specific tool meant to be used in specific situations.
The project that inspired this blog is HEADLINER, story-driven game where you control public opinion and (potentially) start a riot. Check out the official page here. Better yet, why not follow me on Facebook or Twitter for updates and other game dev nuggets of wisdom?