Week 5 dialog systems
[Note to James, when writing this page I didn't have my sketchbook as is in classroom for you to review but any images revolving around the dialogue system can be found in one of the two sketchbooks that I have submitted for review.]
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During this week we looked at dialogue systems and how they worked in games.
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A dialog system starts with a node, now what is a node you may ask well that's simple think of it like a box an each box has
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a Node ID e.g. NODE1
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a layer ID e.g. LAYER1
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the dialog text
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any dialog options
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destination information (where this leads two)
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Example:
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Node ID: Start Node (Character 1) Layer ID: 1 Text: “I never thought this could happen to me. Melted. Changed. Turned into some part of a greater being. A monster.” Destination: Node A, Layer 2
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Most back and forth dialogs would be very easy to turn a node diagrams as they would just read like a script, you could also add some variation of the dialog by using a grading score.
Every piece of NPC dialog might have a bad option, a neutral option as well as a good option, the player would start the game by having a running dialog score of zero
PlayerDialogScore = 0
and once the player has made their response the score would have been added to the players score so for example in this scenario the player chose response 3 the PlayerDialogScore will be whatever it is currently plus the value assigned to the dialog option they chose.
the game would then clamp the players score and load the next layers correct NPC dialog node.
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If playerDialogScore > 0: playerDialogScore = 1 If playerDialogScore < 0: playerDialogScore = -1 Else: playerDialogScore = 0
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we were then tasked with making our very own dialogue nodes and systems using the dialogue system knowledge from above
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[ JAMES THE IMAGES OF MY DIALOG NODES ARE IN MY SKETCHBOOK]
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what I will be taking from this - I will, be taking the knowledge of how to make a working dialog system and I will being that into my essential experience and idea because of the idea that I'm having to make a system that detects if the player has anxiety or not based of of dialogue choice they make.
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