Closed GoogleCodeExporter closed 9 years ago
Definitely. When in conversation, the whole screen could be taken up and the
character who is talking would have their color text one color or with their
name in front of each reply. Maybe even both characters player icon on each
side. Then the player replies could cover that up and disappear as replies were
chosen.
Original comment by Captain8...@gmail.com
on 9 Jan 2011 at 6:10
I have made a first try at a new conversation interface. See screenshots below.
The conversation log is scrollable, so you can see previous statements from
both actors. When selecting a reply and pressing "Next", the radio buttons are
replaced with the reply you selected.
Any thoughts? Should we move the radio buttons somewhere else? Should we keep
the "Leave" button?
With this way of doing conversations, it feels more natural to have a
conversation rather than the NPC monolog that we had before I think. This way
we could also in the future have several NPCs talking in the same conversation.
Original comment by oskar.wi...@gmail.com
on 13 Jan 2011 at 4:27
Attachments:
Looks great. This opens up gameplay further down the road where you can choose
different options similar to the alternate endings with the Vacor/Unzel
situation. It allows players to give their character personality. Although that
may be a little more than you had in mind. It looks good though. Good size
buttons, the whole conversation is viewable, very streamlined. How would it
look if there were more conversation options? Like 3 buttons...
Original comment by Captain8...@gmail.com
on 13 Jan 2011 at 5:20
Marvelous!
Some hints from other games:
- Wiz8, Baldur's Gate: personality influences communication formulae.
- Goldbox games: you may choose to be sly, meek, abusive, haughty...
- TOEE: your skills also influence the range of choices; e.g. successful
intimidate, bluff or diplomacy checks.
- Buck Rogers: Fast Talk is simply a generic skill that helps you in all
conversations to get on the "winning" side of the conversation (be it bluff,
intimidation or diplomacy).
Some of these need character personality -- not necessarily as a fixed value;
more like built up from the player's choice of responses. If a player
consistently chooses to be abusive with NPCs (or certain NPCs, e.g. women or
thieves), that may give him a reputation later on.
Others need skills. as in the TOEE example. More aspects are spot and sense
motive, or even wisdom / intelligence that helps character combine past
information into new questions. This is implemented in Wiz8 I think; you have a
list of keywords, and if your party has high enough skills for information
exchange then they "learn" new keywords faster.
Let me give you an example.
Someone is talking about Unzel who's an apprentice mage.
- Unzel is of course added to the list of "known" things (keywords).
- If the character has average perception then "apprentice mage" will be added
too.
- If the character has high perception then "master mage" will be added as
well, since any apprentice must have a master.
Another example.
A character is talking to Unzel.
- If he has good spotting skill, he may ask about the campfire or even Unzel's
chest (iirc he has a chest). Not that these mean anything, but good subjects
for idle chat :)
Original comment by surrano
on 13 Jan 2011 at 5:42
Very nice! Well done. We should update the conversations.
"Bread" > "Do you need some bread?"
"What did you mean with ...?"
"You told me about: ... Can you tell me more about it."
etc.
Original comment by SamuelPl...@gmail.com
on 13 Jan 2011 at 10:58
Released in v0.6.8 . Closing.
Original comment by oskar.wi...@gmail.com
on 24 Feb 2011 at 9:33
Original issue reported on code.google.com by
oskar.wi...@gmail.com
on 9 Jan 2011 at 8:43