Claw
Erudite
There always has to be a diverging opinion, does it? Dammit, where is the Hive Mindâ„¢ when you need it?
Faustus said:
While I liked it for the character sheet, I think its too visually distracting for the dialogue screen.
And the drawings wouldn't have to be as complex as the ones being used in the previous examples (just have some object that lends some atmosphere/descpription to where you are. For example, maybe a picture of an antique wooden shelf with some books on it to convey the fact that your in a bookstore. Again nothing too complex or overbearing since the focus is on the dialogue.
We will, just to see how it looks. When we have some time.John Yossarian said:I agree with GBG. There is just too much stuff going on. Also I liked the first background better (the one with more colors), maybe someone can try putting the entire stat gui on that one and see how it looks.
Hmm... not bad at all. Thanks.Fryjar said:I modified the ingame gui a bit:
Before:
http://aod.scriptmania.com/aod3.jpg
and after:
http://aod.scriptmania.com/aod4.jpg
Are the pictures displayed?
The cracked wet/glued stone/glass/tile from your website (behind the red ribbons) would look nice. Even though it's a similar color to what you have now, I think it would look nice and sophisticated.
Perhaps you're right, but as I said before, I think the impression created is more important than the visual appeal.Crichton said:There's already a picture of that bookstore available, it's called the gameworld. All we need is a smaller gui and some some space management and we can be reading the dialog without having the world reduced to two conversationalists' heads.
Not very often. If there are several "generic" people, like several guards, you'd have a conversation with several people at once. Something like:galsiah said:Actually VD, how often would you say the player is likely to be talking to a few characters in the same room / small area in quick succession?
Don't recall seeing it before, but it's hardly a feature worth mentioning. I wrote a dialogue sequence, but it was kinda uninteresting. You start a conversation, ask some questions looking for some angle, etc. It takes about 7-8 linear clicks before you learn something that you can use (to present a believable and natural conversation and avoid lame "hay guards, tell me rumars!" scenarios). It wasn't bad, it added some flavor, but linear, long-ish sequences tend to be a pain in the ass when you replay a game, so I decided to replace the sequences with an overview of the conversation. If you replay the game, you don't waste any time going through the same stuff, and just pick a different option and see what happens.galsiah said:That's quite a nice approach - I don't recall seeing it before. Is my lack of memory/experience showing, or is it an all-new revolutionary Iron Tower next-gen thing?
It depends. The same small talk won't be repeated. It's either "the guards are busy at the moment" or some acknowledgements of what you've done (option 1 or 2 only): "Any shipments tonight? I can use some money" or "The gate is wide open for you. Captain's order."galsiah said:How do you handle things when the player keeps talking to the same guys? Do you get the same line? Does it adapt according to what was said before? If they have nothing more to say, does anything change on their end of the conversation?
There is. See the scripting thread.For instance, if you find out about the captain's debt and persue whatever quest that leads to (if any)...
Yes, see above...., is there any change to the initial dialogue / your options / their responses? [No specifics necessary - it'd just be nice to get an idea what kind of thing will change.]
Not really.Clearly it'd be nice for every little action / previous conversation to make a difference, but I realize that's impractical.
We need the space both for what NPCs have to say and PC's responses. Here are some examples:Fryjar said:I have another question regarding the dialogue screen. Do you really want and have to keep this 3/4 background 1/4 game image subdivision?
In my opinion, there is simply too much bland and unneccessary space that simply doesn't look all that appealing.
I'm willing to reconsider a lot of things, but can't promise anything. I'd like to see your concept though, so if you have time...If you are willing to reconsider this design, then I would maybe try to illustrate the idea with a first concept.
We already have it. See the NMA screens.Edt: In this case, you would need of course the infamous "continue.." button, since not all the dialogue would fit on one screen. But honestly, maybe this trade off is worth it...
NPC text
http://www.nma-fallout.com/forum/album_ ... ic_id=1654
http://www.nma-fallout.com/forum/album_ ... ic_id=1653
http://www.nma-fallout.com/forum/album_ ... ic_id=1645
http://www.nma-fallout.com/forum/album_ ... ic_id=1644
PC responses
http://newspics.rpgdot.com/imageview.ph ... ucius3.jpg
http://newspics.rpgdot.com/imageview.ph ... Linos2.jpg
(These screens have older design)