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Posted 21 February 2011 - 04:19 PM
Posted 21 February 2011 - 04:54 PM
Posted 21 February 2011 - 05:04 PM
Posted 22 February 2011 - 10:37 AM
NPC: "Would you like to make a donation to the church?"
Player Choice:1.) "Sure!"
2.) "Uh, not today..."
If player selects 1: "Thank you for your donation!"
If player selects 2: "Very well, but please keep us in mind."
Posted 02 March 2011 - 08:19 AM
Posted 03 March 2011 - 01:54 PM
Posted 20 March 2011 - 07:41 PM
Posted 25 March 2011 - 02:44 AM
Posted 25 March 2011 - 01:31 PM
Technical questions like this might get answers in one of the technical forums. And did none of the above links give you any good ideas?
If anyone knows of any software for this.
So any direction about my fist question of software to layout my dialog?
Posted 19 May 2011 - 12:17 PM
Posted 08 June 2011 - 09:40 AM
This is a hurdle I've encountered as well. I don't want to hard code responses to NPC to save on overall time. However, I want responses to make sense and be tailored enough to sound genuine from whatever NPC you're talking to. I've thought about a generative process whereby you would select "how" you want to respond (kind, hateful, greedy, etc) and depending on the NPCs attributes (if they're in a good mood, generally of a grumpy disposition, suspicious of others, etc) would determine how they'd respond. But, I'm trying to make a generally open world. If your game is more script like what Tom suggested (labels or mini trees) sounds like a common sense way to go about it. If it weren't for the complexity in what I'm trying to accomplish I'm sure I'd settle for something very similar myself.
Posted 08 August 2011 - 03:31 PM
Interestingly enough, I'm slowly piecing together my own dialog editor. I'm half writing it for fun and half hoping that I'll eventually use it in a Deus-Ex style game. Basically it is broken down into a few basic objects - Conditions, Dialog Nodes, Dialog Choices, and Conversation. A dialog node can have a precondition, some text that is displayed, and 0 or more dialog choices. A dialog choice links to another dialog node. A conversation is a set of dialog nodes. Everything is identified by a GUID, so it makes it fairly easy to jump to a particular dialog node, conversation, or even a dialog choice. It's saved as an XML file, and should (in theory) be easily parse-able.
Posted 09 August 2011 - 08:51 AM
Posted 17 October 2011 - 07:29 AM
Posted 17 October 2011 - 08:23 PM