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Clyde - Dialogue Language

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Clyde is a language for writing game dialogues. It supports branching, translations and interfacing with your game through variables and events.

This repository holds the language definition which should be used to implement interpreters and parsers. Proposals can be sent via issues.

You can play with the online editor here.

Here is a simple dialogue:


The Wolf:   Jimmie – lead the way, boys – get to work.
Vincent:    A "please" would be nice.
The Wolf:   Come again?
Vincent:    I said a "please" would be nice.
The Wolf:   Get it straight, Buster. I'm not here to
            say "please."I'm here to tell you what to
            do. And if self-preservation is an
            instinct you possess, you better f****n'
            do it and do it quick. I'm here to help.
            If my help's not appreciated, lotsa luck
            gentlemen.
Jules:      It ain't that way, Mr. Wolf. Your help is
            definitely appreciated.
Vincent:    I don't mean any disrespect. I just don't
            like people barkin' orders at me.
The Wolf:   If I'm curt with you, it's because time is
            a factor. I think fast, I talk fast, and I
            need you guys to act fast if you want to
            get out of this. So pretty please, with
            sugar on top, clean the f****n' car.

This dialogue results in something like this:

Clyde interpreted dialogue sample

This is just a simple example. There are many features not included above, like branching, variations, tags and ids.

You can read the complete language definition with examples on LANGUAGE.md.

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Contact

If you are looking for help on how things work, general questions, ideas to improve the language or just want to share something, please use our main discussion forum: https://github.com/viniciusgerevini/clyde/discussions

I also would love to see what games you've been making with Clyde. If you have any released game using clyde, share it with us on: #3

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Clyde Dialogue Language

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