New interaction - NPC dialogues. Log #8

posted in Darthy
Published September 02, 2018
Advertisement

First version of dialogues is done. Dialogue is similar to ones in Fallout series, or many other RPGs. After opening the dialogue panel, player chooses option, then NPC reacts. Dialogue works as tree, every nod has dialogue class instance containing paired NPC response and player choice, each nod has multiple children (if there is more options for player) representing player choices. Every response has action element, either opening next panel with options for player, or other events like trading, giving quest etc. Player choices will have impact on relationship with NPC, since every NPC will belong to some settlement, town or guild, et cetera, this relationship will affect reputation with given society - not implemented yet.

As always, there is demo showing how dialogues work.

dialog_beta.webm

For better controls I added small feature, where mouse cursor changes depending on what interactable object is under cursor. For now its just for pickable (gauntlet), extractable - mining (axe) and chopping (pickaxe), attackable (sword) and for dialogues (dialogue icon). I might have already mention this in some of previous logs, but since one got removed, and I haven't found it in any entry, it's better to mention it again.

Please visit my Altos facebook page or devlog website.

See you in next log. Darthy.

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement