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AoD dialogue screen

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Still work in progress, so opinions and suggestions are welcome. We hooked up the dialogue database thingy yesterday, here is the first shot after switching to 3D.

Link
 

Astromarine

Erudite
Joined
Jan 21, 2003
Messages
2,213
Location
Switzerland
very neat. My only tiny tiny niggle is that the gold display looks very isolated there under the picture instead of being on the bottom of the window (say, bottom right corner of the dialogue window itself) where it is closer to the stats displays. It's too near to the only visual element on the screen now. it gets lost.
 

Zli

Novice
Joined
Aug 30, 2005
Messages
93
Location
BG, Serbia
First, I love the dialogue choices :)

But I'm not so sure about the background. It reminds me of the old Win 3.1 tiled wallpapers (i.e. really old) and looks too busy when it's behind such a thin font. I'd either put a bolder font, or make a non-tiled / easier on the eyes wallpaper, or both. A barely visible low-contrast landscape, maybe that of the region you're in, would be nice...

The borders look fine.

One more thing... I've noticed the Perception check on the bottom left. Is that made automaticly when you enter an area or do you have to click somewhere? And is it a roll, or just an ordinary <> ?
 
Joined
Mar 31, 2004
Messages
1,585
Location
Galway
Or you could also display your current health/mana etc there as well, to help judge whether attacking or not is a good idea.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Agree. Thanks, Astro.

There is no mana. HPs are visible on the interface (50 HP)
 

callehe

Liturgist
Joined
Dec 5, 2004
Messages
459
Location
Gothic Castle
looks great, I love the new 3d look with high detail level, and the ground looks realistic too. keep up the good work.
 

corvax

Augur
Joined
Jul 13, 2004
Messages
731
No talking heads? Sellout! :)

So far so good. I'm curious about the transition from the game screen to the dialogue screen though. Now it seems as if the dialogue interface almost completely takes over the screen, maybe something less invasive would work such as not reducing the game screen so much.

Also the NPC dialogue sort of blends in and looks more like a description of something as it took me few seconds to see what the character was responding to.
 

Zli

Novice
Joined
Aug 30, 2005
Messages
93
Location
BG, Serbia
I meant something like this.
Those trees were the first thing I found, but it could be done much better. I'm no Cézanne.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Zli said:
One more thing... I've noticed the Perception check on the bottom left. Is that made automaticly when you enter an area or do you have to click somewhere? And is it a roll, or just an ordinary <> ?
<>. It happens automatically. Basically, it's a "save a hostage" quest. You could do it a number of ways, from brute force to assassination to negotiating the ransom (and making a nice profit on the difference if you have the skills) to asking someone else to help out to helping the guards by scouting the place. How helpful you could be to the guards is determined by your stats/skills via automatic checks like the one above.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
hussar said:
So far so good. I'm curious about the transition from the game screen to the dialogue screen though. Now it seems as if the dialogue interface almost completely takes over the screen, maybe something less invasive would work such as not reducing the game screen so much.
Sure, we can reduce it as it was before if that's what you guys prefer.

Also the NPC dialogue sort of blends in and looks more like a description of something as it took me few seconds to see what the character was responding to.
Yeah, agree. That area kinda sucks and unfinished. We'll tweak it.

Zli said:
Those trees were the first thing I found, but it could be done much better. I'm no Cézanne.
We'll consider it. I'd hate to waste any more time now on pretty stuff but if we have time, we will.
 

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
It's really great, but all that empty space really bugs me. Find something useful to fill it with! Perhaps a recap of the conversation to date could appear somewhere in there.
 

Human Shield

Augur
Joined
Sep 7, 2003
Messages
2,027
Location
VA, USA
A lot of empty space.

Maybe add some status windows in the lower left.

. Mood of other person, maybe with graphical faces.
. Any status effects you have, so being poisoned will show up and disappear in conversation with a healer NPC.
. Usable inventory, maybe bribing with items instead of just gold (like selling to merchant). Or items to help you sneak attack or showing poison items that let you poison. Darklands' item usage dialog choices combined with inventory status.
 

Necropennis

Scholar
Joined
Aug 26, 2005
Messages
160
Location
Heap
I liked the edit(not the coca-cola one ¬¬) although those trees looked like roman soldiers in formation at first sight(no offense heh).

Actually, that would be pretty cool. A Roman legion in the background :O
 

Sarkile

Magister
Patron
Joined
Aug 13, 2003
Messages
1,379
I disagree with Necropenis. I think you need to keep the Coke advertisement.
 

spacemoose

Erudite
Joined
Jan 22, 2005
Messages
9,632
Location
california
I also think there should be some kind of faint background picture for the dialogue screen.

Other than that, it looks sweet. As others mentioned the dialogue options are very very good. This looks like what I have been waiting for since... a long time! :D
 

ichpokhudezh

Liturgist
Joined
Jul 9, 2004
Messages
179
Location
germantown, md
Does status screen have to be gray-ed out (and not accessible, I presume)?
Can at least the messages window (bottom left) be normal and scrollabe during dialogs?

edit: btw, I don't like the dialog background either, looks out of place/color combination now. IMO even this :) would have been better.
No biggie, tho.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
The interface buttons are locked in the dialogue mode. The message window could be unlocked but it's kinda useless at this point as nothing would be reflected there during a dialogue session.

The background is ok, nothing spectacular, but it works (translation: it doesn't bother me).
 

obediah

Erudite
Joined
Jan 31, 2005
Messages
5,051
Spacemoose said:
I also think there should be some kind of faint background picture for the dialogue screen.

Other than that, it looks sweet. As others mentioned the dialogue options are very very good. This looks like what I have been waiting for since... a long time! :D

The real space moose cries everytime his name is used for something other than pranks involving buggery. At least change your little banner thingie to have space moose in it.
 

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