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#ActualAverageJoeSSU

Posted 28 December 2012 - 04:10 PM

I have been mulling over how i should do a chat system similar to the one seen in final fantasy 7.

 

Rendering it isn't an issue (that part works). Mainly I am concerned with how/where I should store it.

 

Currently my game has a sqlite database that works quite nicely. Also im using unity pro but really that doesnt matter for something like this.

 

I have identified several requirements like:

 

-Dialouge between two characters during a "cutscene", but i do not have notion of cutscenes quite yet. (i suspect it will just be a C# script per cutscene that is fetched by the game although when im not 100% sure)

 

This is triggered by entrance into the scene, and then removed from the database once it is run.

 

-Then there is a conversation when a player talks to an NPC, which can be influenced by the current event going on in the world.

This is triggered by interacting with the NPC.

 

-Then there are other arbitrary triggers that can start a dialouge (ie as the player leaves a scene he is stopped and someone talks, a monster says something before fighting, a treasure chest, a door, etc).

 

My question is general, what fits in my database and what doesn't. Does every bit of dialouge connect to the character that is speaking it? does my table for a piece of dialouge contain foreign keys of all the characters involved? bools of what triggers it (a scene, a trigger, or an interaction with an NPC? Do i record arbitrary triggers in the database so that the game knows a trigger connects to a dialouge?

 

I am not 100% convinced i have the correct approach, any advice or reference material would be great.

 

Thanks,

-J

 

 

 

 

 


#1AverageJoeSSU

Posted 28 December 2012 - 03:44 PM

I have been mulling over how i should do a chat system similar to the one seen in final fantasy 7.

 

Rendering it isn't an issue (that part works). Mainly I am concerned with how/where I should store it.

 

Currently my game has a sqlite database that works quite nicely. Also im using unity pro but really that doesnt matter for something like this.

 

I have identified several requirements like:

 

-Dialouge between two characters during a "cutscene", but i do not have notion of cutscenes quite yet. (i suspect it will just be a C# script per cutscene that is fetched by the game although when im not 100% sure)

 

This is triggered by entrance into the scene, and then removed from the database once it is run.

 

-Then there is a conversation when a player talks to an NPC, which can be influenced by the current event going on in the world.

This is triggered by interacting with the NPC.

 

-Then there are other arbitrary triggers that can start a dialouge (ie as the player leaves a scene he is stopped and someone talks, a monster says something before fighting, a treasure chest, a door, etc).

 

My question is general, what fits in my database and what doesn't. Does every bit of dialouge connect to the character that is speaking it? does my table for a piece of dialouge contain foreign keys of all the characters involved? bools of what triggers it (a scene, a trigger, or an interaction with an NPC? Do i record arbitrary triggers in the database so that the game knows a trigger connects to a dialouge?

 

I am not 100% convinced i have the correct approach, any advice or reference material would be great.

 

Thanks,

-J

 

 

 

 

 


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