When simple text generation is simply not enough: Part 2
This post is part of a three-part series. Directly access each installment here Part I • Part II • Part III In the last installment I illustrated the immediate difficulties game designers run into when they try to dynamically create text output that takes random game objects into account. Grammar gets in the way… Today I want to show you… Continue reading "When simple text generation is simply not enough: Part 2"