Thanks for the input, Fallout!
Quote: "Sounds like a tall order, but doable. Good luck!"
If it doesn't challenge my abilities, then it's not worth doing. What's the point of coding if it's not to learn? (Don't answer that.
)
Anyway, yes; I have considered the problems that may arise if the user attempts to input too complex of a sentence (Such as "The King went to Norway(?), Abraham Lincoln came back from the dead and Chuck Norris lent me his beard. Also I have an arrow in my knee." The CPU would read this as complete garbage (And whoever the player was talking to would assault them for making a freaking 'arrow to the knee' reference) and the function would return something like "REPEAT," prompting the NPC to say something like "I'm sorry, I didn't understand a word of that."
Punctuation and filler words that the computer has no reason to proccess (Such as "and," "the," "but," "Jello," ect, will be ignored by the checker. If the core of the sentence amounts to gibberish (i.e. ONLY a subject, ONLY a verb) a "REPEAT" command will be returned.
Quote: "So for example, when you add a room with a Vase and a Key, you add Vase and Key to your Subject list."
YES. The only reason I would have to add a keyword is if a particular resource is incorporated in the game. So if I don't have Abraham Lincoln in the game, I wouldn't have an Abraham Lincoln keyword stored.
However, there are some problems I can forsee already: If someone responds with a double negative or in passive voice, for example, the function might respond with a "NO" when the user meant "YES."
Oh well. I'll figure out that passive voice crap when it becomes relevant. Until then, I need to work out a simple demo conversation with a NPC in a 3D environment.
Tunnel vision yet? Have a carrot!