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Dialogs and stuff

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O-san

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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!

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4 Comments


Looks nice, but I would deactivate the scrolling, if the text is short enough.
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What the heck? You killed Otto. After he was so nice to you and everything. :(

Umm, anyway. Pretty cool.
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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!
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