Let's have a conversation


I jumped headfirst into some dialogue setup using an asset I had on hand from the asset store called rather appropriately, 'Dialogue System' and it seems extremely robust and more than capable of handling the complex branching story dialogue I plan to create, as well as managing the animations for each of those choices. It also supports a great workflow for getting all that dialogue into the game in a way that wont require me to manually drag and drop each voice line to the character. This will be extremely useful when it comes to adding more characters or fleshing out more dialogue trees and options.

The text box/font and colors are all placeholder as well as the the actual text and dialogue but I have a clip to share of what it looks like hooked up with working animations and interactions. You can see from this clip that I have the voice working with the dialogue on the opening chat, which is driven by interacting with the heart. You will then get some options to respond with and in this instance, the one I selected triggers her to pickup a glass. I then have the option to raise a glass to toast her and she will wait till I physically pickup and bring my glass to hers before she returns to her idle pose. From here I can easily make her drink, place the glass back down on the table and give the player more options to choose from in regards to starting a conversation or having her talk about contextual things on the table that you pickup or things the player does, (Like throwing your plate at her.)

I still need to get the dialogue SFX workflow setup correctly but after the initial hurdles of learning a new complex asset, I think it wont be that difficult.

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