Dialogs and stuff

Published July 07, 2011
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I've just completed the dialog system of Medieval story. I'm sure it will need some refinements and bug fixing later on but as a whole it's pretty much feature complete. The system works kind of like the index of a magazine:

  1. First you got a greeting page with a couple of categories that the user can select.
  2. Each category can have a number of sub-pages and each page can have a different number of answers/choices. Right now I have limited the answer space to three options (this might be expanded later on).
  3. Each answer the user selects can lead to:
    • Another topic - it doesn't have to lead to the first page of that topic.. it can lead to any sub-page.
    • Execute a script.
    • Exit the dialog.

Initially I wasn't going to allow for execution of scripts from within dialogs, but I changed my mind. I found it would be neat to for example change the behaviour of the NPC you are talking to through scripting. Make him angry for example.

I've also implemented a way of grouping and hiding objects that are in the way of the player. This feature is common in many RPG's; the roof disappears when the player walk below it. I will only use this for smaller buildings. When entering larger areas I will load it as a different map.

Video showing the dialog box and roof hiding.

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msdialog.png
Better quality link


Thanks for reading!
3 likes 4 comments

Comments

Speculi
Looks nice, but I would deactivate the scrolling, if the text is short enough.
July 07, 2011 08:37 PM
sprite_hound
What the heck? You killed Otto. After he was so nice to you and everything. :(

Umm, anyway. Pretty cool.
July 08, 2011 07:15 PM
O-san
Thanks! :)

Speculi, good idea. I will look into it.
July 12, 2011 10:15 PM
Swattkidd
When I saw the "prepare to die" option I was hoping you would click it, was quite suspenseful as you hovered over the continue button but it ended up being great haha, game looks pretty cool!
July 16, 2011 07:56 AM
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