Dev Diaries #1: Early-Build NPC Dialogue System | Our Town
Getting our dialogue system to work with a branching narrative was a huge milestone for us. One of our main focuses for the gameplay is our interaction and dialogue systems. With the interaction system, all NPCs inherit from a base NPC class that we can change its exposed variables during development.
When it came down to the dialogue system, our programmer aimed for the system to be user-friendly for our developers and artists to use without needing to access the blueprinting itself. To do this, a behavior tree (typically used for NPC behaviors such as enemy patrols) addresses our branching narrative quite well. Dialogue statements can be visually graphed, organized based on a day/night level system per character, and overall avoids the mess of complicated code.
This process may be documented per our programmer's discretion (I'm sure she'll agree to it but my eggs need to stay safe.)
Now, we're focused on creating a smoother and more engaging experience for our fellow players. From aesthetic changes to reviewing character relationships, we've got a lot of work ahead of us!
Get Our Town
Our Town
The perfect town!
Status | In development |
Authors | samvo04, chi_aki00, gjones50, Sarah Reen |
Genre | Role Playing |
Tags | Animation, cosmic-horror, investigation, Mystery, Point & Click, Psychological Horror, Singleplayer, Story Rich, Unreal Engine |
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