- Published on
Dialogue System
- Authors
- Name
- Johnny Mcoy / Curtis Bucciol
- @curtisbucci
Dialogue System
This system builds ontop of the Interaction System I have to let Characters have text conversations with each other. Most of the UI elements were borrowed from an existing Dialogue System: "Defender: Animated Dialogue", but when going through that project I found it lacking a lot of features. So I decided to create my own version.
My Dialogue System Currently Contains:
- Dialogue between two Characters
- In Game Dialogue bubbles (Not full screen)
- Allosw dropping items into the game world.
- Communicates changes to the HUD.
Key Features
Dialogue Screen
When your character talks to another character, a full screen dialogue menu is visible. Player movement is stopped, and sound and character images are shown.
In-World Dialogue Bubbles
Intead of only seeing dialogue when in a full screen UI, NPCs can simply chat with small dialouge bubbles about there head.
Branching Options
There are “requirements” for certain lines to show up. For instance, if the player’s trust level is high enough, a new dialogue option appears. Or if they’re carrying a special item, they can unlock a unique response. All of this is defined in a simple spreadsheet-like table that non-programmers can edit.
Voice & Sound Integration Whenever a line of dialogue appears, the system can play a matching sound
cue or voice clip. This lets you add personality to NPCs without having to tweak low-level code or manually trigger audio events each time.
Next Steps and Improvements
Multiplayer-Ready
The Dialogue System is currently not Replicated.
Saving/Loading
Implement Saving and Loading Logic so that dialogue options carry over between play sessions.
Dialogue Triggered Events
Have events that can be triggered once a dialogue is comeplete, i.e. A character dies after talking to them.
UI Design
Create proper UI for Inventory with Grid Layout