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Dialogue mechanics #13

Open fleskesvor opened 8 years ago

fleskesvor commented 8 years ago

In order to start implementing the dialogue mechanics, we need to determine how they should work. My understanding is that they will run asynchronously to the escape mechanics, and will run endlessly, unless they reach some kind of fail state.

Failure can be determined by eg. choosing the wrong dialogue option or by taking too long to respond.

A monologue sequence triggers a few dialogue options to choose from, but maybe it would be interesting if not responding is sometimes the right option (or one of the right options), so that if the player doesn't respond, that doesn't always lead to a fail state, but could run into another monologue sequence?

I think the best course of action here might be to start writing out a few villain monologue nodes with possible player responses on a spreadsheet, and make at least one of the options have some kind of thematic connection to the start of another monologue node.

JenniBee commented 8 years ago

There's a dialog template that was made by the same person that made the template for the basic adventure engine that we're using for our skeleton engine (https://github.com/StraToN/godot-dialogtreetools). That would be a good place to start. It shouldn't be too hard to plug them in, and extend them as necessary for our needs.

We'll definitely have to have some kind of timer running on the dialog options (since, as you said, it makes sense that you'd fail if you took to long to respond).

Maybe we could do this more organically than by a Telltale-like countdown timer approach. We could give cues in the dialog that the villain is tiring of you, which is a cue to get a move on. If you don't act after that, then it would mean failure.