NPC dialogue often prompt an action, sometimes providing critical information, sometimes increasing color, sometimes also complete two or three of these features. Whatever the role of dialogue, said providing one or two characteristics can make your conversation more interesting. In order to give th ...
由于许多NPC对话要传达信息或提示玩家动作,因此很难让对话具有趣味性(和必要的深度)。值得注意的是,随着游戏的进行,角色言语可能改变,可能是角色特性变了、忠诚程度变了、情感增长了、深度增加了发生其他方面的改变。 Lets the technology which the role, the dialogue, the relations, the time or the story ...
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20 page event, each event page corresponds to a random encounter npc. Each npc has a dialogue with conditional branches and choices including battle states etc. The issue is each npc/event page is supposed to have their own corresponding self switched event page "Petrification version" (The....
My old way was to use a script to set the text in the dialogues However, with the change to support different dialogue panels per scene, doing it by script could actually be less organized. So I implemented the dialogue in a more object-oriented fashion, which was more visual. So I got...
There's no need to do anything huge, but maybe you'll want to change some dialogue or add an NPC with something to say here and there. That area makes up the bulk of the game but it's kind of missing your touch, I think. Add new comment Wed, 06/10/2015 - 08:41 — ...
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If you just want a basic area where npcs just say 1 line, that takes significantly longer than say making each npc have random speech, choice dialogue, more than 1 line (ie. you talk to them again and they say something else) etc. For the story will you describe actions i...