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Conversation problems I have


1 réponse à ce sujet

#1
sofly

sofly
  • Members
  • 47 messages
I'm getting to be fairly proficient with everything in the toolset but fine tuning a conversation. Just following a basic tutorial on a basic conversation doesn't explain enough for something with more substance.

My first problem is that I don't know how to control the flow of conversation without ending the dialogue, and restarting it anew.

In the demo, if I talk to the bartender, his options all lead to the conclusion of dialogue. But say if we were to learn of his ambitions or love life, which give the player no other value other than knowledge, the dialogue is more difficult to control.

I'm the barkeep. Would you like a drink? On the house.

-Why yes, thank you.
-No thank you.
-Actually, the man outside says you're a bandit.
-I want to punch you in the face.

How can I tell him I want to punch him in the face, then immediately return to the other 3 options without breaking the dialogue with him? (obviously, I wouldn't want the option to punch him in the face again after I had just said it)

Sorry this is long-winded, I just don't know how to explain it concisely.

Modifié par sofly, 10 décembre 2009 - 02:29 .


#2
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
The two main features that you'll need to use to make complex conversations is the linking of lines (mentioned above) and the use of plot flags. Once-per-game lines are useful too, simple to use but more limited in sophistication than plot flags are.



For example, you could create a plot called "stuff_known_about_barkeep", with a plot flag for each of the things you could learn about him. Then in the conversation, you can set up each question option with a plot condition so that it only appears for the player if he hasn't found out the answer already. Then, whenever a conversation gives the player that information, have the conversation set the corresponding plot flag to true. In this way you could easily have multiple different conversations all interact with each other - you could ask the barkeep about his moustache, but you could also go and ask the patrons about it and have them set the same plot flag in their own conversation.



You can have the whole conversation change by having multiple different first lines coming off the root node, and use plot conditionals to choose which one triggers. This is a common pattern we used too. For example, the single player campaign's followers each have a single conversation file, but plot conditionals are used to make them start different conversations depending on the state of the overall game. Talking to Alistair in Ostagar sends you down a completely different conversation branch than talking to him in Redcliffe does.



As EJ42 says, the main campaign's source resources will be coming out Real Soon Now. So you'll be able to look under the hood and see how we did it yourself shortly.