Dialogue system 2

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V 1.0



0. Introduction

Link to epic (click)
Dialogue system - allows the player to talk with NPCs and learn new information about the world, plot, NPCs, receive new tasks and items.
For more immersiveness there is an additional option. features:
  • Timer for response.
  • Diegetic reputation system - when killing an NPC who is in a certain group according to their class affiliation, additional. Answers in dialogues with NPCs located in this group may change or be unavailable.
  • Note after 10 kills of peasants, the player’s optional phrases from other peasants will disappear/change.
  • Answer options with chance of outcome.
  • Add. answers - when the player performs certain actions and conditions, some NPCs may have additional ones. answers.
  • Note the character overheard a conversation (being nearby) between two NPCs about treasures and in dialogue with them it will be possible to find out more.

0.1 References

The Mass Effect series is a reputation system with moral choices that affect the main and side dialogues with some groups/individual NPCs.
Deus Ex: Human Revolution is a witness system that opens new dialogue threads when performing certain actions in front of NPCs.
AC Valhalla - UX/UI style.

0.2 Abstracts

UX/UI:
  • The entire HUD is hidden and a dialog box appears
  • The dialog window should look organic on the screen
  • Font, icons, subtitles suitable for the style of the game
  • Subtitles should occupy 60% of the screen width and a maximum of 2 lines of text
  • If there are more than 4 answers, a scroll appears
  • The text of answers that affect the quest have a different color (approx. yellow)
  • Answer icons reflect its essence
  • Enter into battle, kill/spare, positive main response, negative basic response, chance, exit dialogue
Add. features (tier 3):
  • Answers on time
  • The feature is used in controversial, risky and conflict situations so that the player can feel the danger and intensity of the situation
  • The player is given N seconds to choose an answer
  • The timer is displayed on the interface
  • After the time has elapsed, a random answer is selected
  • Reputation system
  • Answers with chance of outcome
  • which affects the odds. is there an attribute/stat that affects the chances. How are the odds calculated? Are they dynamic? what a shooting gallery. (the note)
  • Add. answers

0.3 Terminology

  • 

1. Description

To start a dialogue with an NPC you need to approach him and click on the interaction button. After interaction, a dialogue window opens, the HUD disappears and a cursor appears.
Conditions under which interaction is impossible see  GDD | States 
Depending on the dialogue design, the dialogue can begin by playing a phrase, or by selecting a phrase.

1.1 Answer choice

During the dialogue, the player is given the opportunity to choose a phrase that will continue the dialogue in the direction of interest to him.
If the player (GG) is given more than 1 answer, then the answer selection window opens.
Answer selection window:
    Timer with a constant of N seconds. The feature is used in tense moments of dialogue, creating tension in the situation. When it appears depends on the dialogue design. After time has passed, a random quest answer is selected.
    When the response time reaches 25%, the "  Breath  " animation plays and the bar turns a different color. (Notifying the player that time is running out)
    List of phrases to continue the dialogue.
    The window changes its size depending on the number of phrases. If the number of phrases exceeds 4, a scrollbar appears.
    Phrases promoting the quest are yellow.
    Phrases with white text do not advance the dialogue and quest further; they are needed to obtain side information from the character.
    There may be an icon to the left of the text, depending on whether the phrase has a certain feature. Note quest phrase, or phrase with a chance of outcome.
    The dialogue end button is located below the window with the list of phrases and is not included in it. The main character repeats a certain phrase and the dialogue ends.
    If you start the dialogue again, the NPC phrase is played until the dialogue ends and the same list of phrases appears.
    At some points in the dialogue this button can be disabled.
    NPC name
    Subtitles
    If the dialogue begins with an NPC phrase and then a window for selecting an answer appears, then the NPC phrase remains in the subtitles.

1.2 Playing a phrase

After choosing an answer, the main character plays the phrase, displays the text in subtitles, and the next phrase of the GG/NPS is played.
    Skipping a phrase. Skip text is initially hidden. When you press any button on the keyboard/mouse, text appears. You can skip a phrase if text is displayed on the screen by pressing [ Space ]. After skipping, the text is hidden again.
    You can block skipping on some phrases
    NPC name
    Subtitles

1.3 Dialogue tree in the engine

In the engine, the dialogue tree is built by nodes in a graph (1 node - 1 phrase/answer)
  • The node has settings
  • Whose phrase (player or specific NPC)
  • Reply text
  • Text for subtitles
  • Sound
  • Is it possible to skip a node?
  • Reply icon
  • Is it a quest phrase?
  • Yes - in the answer selection window the phrase is painted yellow
  • No - remains white (default)
  • Conditions for triggering a node
  • None - has no conditions, or this is a node for the NPC phrase
  • If there is a condition, then the node will appear and become available in the answer selection window (example: collect certain items, kill NPCs)
  • Animation/Facial Animation Set
  • An event node that determines after which phrase an event can be triggered (example: issuing a quest, turning the camera, playing a cutscene)

1.4 Tier 3 features

1.4.1 Lightweight reputation system

If a player kills a certain number of NPCs of a particular type, then in the future he will lose some response options in dialogues with them. For this system to work, it will be necessary to divide all NPCs into groups according to their class affiliation. Initially there will be a kill counter for each type.
For example, after killing 30 peasants, the player will lose optional phrases from other peasants. Guards will have a higher maximum kill threshold. If the player kills 50 guards, then the other guards will lose special phrases, etc.

1.4.1 Witness system



1.4.2 Answer options with chance of outcome

In some dialogues, the player will be able to choose an answer with a chance of outcome if he has upgraded a certain skill in the skill tree. And His chance will depend on how many times he has studied this talent. The more times you pump, the higher the chance of a positive response.
For example, if a character has the “Deception” skill installed, then in some dialogues he will be able, through deception and lies, to convince his interlocutors that he is right or to obtain the necessary information/property. If the talent is studied 2 times out of 10, then the chance of a successful outcome will be 20 percent, if 6 times, then 60 percent, respectively.

1.4.3 Additional answers

In many dialogues, the player will have the option of a non-standard answer, an additional one. This opportunity appears if the character has previously taken certain actions, upgraded the desired skill in the skill tree, or learned side information about a person/location/object.
For example, having overheard gossip/tales of guards or read in a book about some old powerful sword, the main character will then be able to clarify this information with some people through additional answer options in dialogues, and ultimately find this sword.

2. Content

2.1ART

2.1.1 UI

2.2 Sound