TheOnlyDJCat
Barely Literate
- Joined
- Sep 2, 2016
- Messages
- 2
Hi Codex!
As a first time poster I simply start by introducing my current hobby project. After 5 months implementation I want to share a few screens - and have a simple question which is currently blocking the development.
Currently I have a rudimentary sound&music system, 6 animations per character (idle, walk, attack, fell prone, die, stunned), day/night cycle, event system for travelling, turn based melee combat system, terrain generator
I use HarnWorld (and the basic Harnmaster rules) for a start to have a 'working' base, but perhaps I might change this later.
The goal is to allow tactical combat and decisions without having real time stress, and to integrate a realistic (not to start a debate here about the term realistic, I should perhaps say compliant to the expectations of a medieval combat and not to D&D) feeling into the system.
That means no artificial simplifications like hit points, levels, and so on. Therefore HarnMaster was a suitable starting decision.
Now I'm a bit stuck how to integrate the dialog system into the UI.
I have a keyword based system with a set of question tokens to combine with keywords.
So if you get new keyword you can ask
"What about" newKeyword
"Where is" newKeyword
"Who knows" newKeyword
Additionally you should be able to just ask for rumors, a greeting, and can click on answers, if you are asked something.
The three designs I thought about are
1. Add all options in a fixed action panel where you have a selected dialog partner and click on the keywords (or drag them on top the NPC)
2. Make a comic style dialog, so every NPC has a UI element connected to it to display the answer text, where you directly click on highlighted keywords to ask for them
3. Make a standard dialog window somewhere on the screen to do the stuff
The 3 implementations so far:
What would you prefer in such kind of a game?
And what do you thing of the current state of development?
As a first time poster I simply start by introducing my current hobby project. After 5 months implementation I want to share a few screens - and have a simple question which is currently blocking the development.
Currently I have a rudimentary sound&music system, 6 animations per character (idle, walk, attack, fell prone, die, stunned), day/night cycle, event system for travelling, turn based melee combat system, terrain generator
I use HarnWorld (and the basic Harnmaster rules) for a start to have a 'working' base, but perhaps I might change this later.
The goal is to allow tactical combat and decisions without having real time stress, and to integrate a realistic (not to start a debate here about the term realistic, I should perhaps say compliant to the expectations of a medieval combat and not to D&D) feeling into the system.
That means no artificial simplifications like hit points, levels, and so on. Therefore HarnMaster was a suitable starting decision.
Now I'm a bit stuck how to integrate the dialog system into the UI.
I have a keyword based system with a set of question tokens to combine with keywords.
So if you get new keyword you can ask
"What about" newKeyword
"Where is" newKeyword
"Who knows" newKeyword
Additionally you should be able to just ask for rumors, a greeting, and can click on answers, if you are asked something.
The three designs I thought about are
1. Add all options in a fixed action panel where you have a selected dialog partner and click on the keywords (or drag them on top the NPC)
2. Make a comic style dialog, so every NPC has a UI element connected to it to display the answer text, where you directly click on highlighted keywords to ask for them
3. Make a standard dialog window somewhere on the screen to do the stuff
The 3 implementations so far:
What would you prefer in such kind of a game?
And what do you thing of the current state of development?