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RPGDialogue Redux
RPGDialogue Redux
| Name: | Alex Stone | ![]() |
|---|---|---|
| Date Posted: | Mar 22, 2007 | |
| Rating: | 4.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alex Stone |
Blog post
New eye candy coming soon...
Filament has been working on a number of cool projects recently. We wanted to integrate a number of new features into the TGE that would allow us to build a number of different adventure games without rewriting all the basic logic like dialogue, questing, crafting, etc. Out of this idea was born the concept of a new RPG Starter Kit. In the first step towards that effort, I have been working on a complete rewrite of RPGDialogue.
If you are interested in this project, please post your ideas and comments.
Current Features
* Audio support -- Player and NPC say their dialogue out loud (requires the audio to be pre-recorded).
* Stop-and-Talk -- When you initiate dialoge, the NPC will stop what they are doing and turn to face you.
* Cinematic mode -- Level designer can place a static camera that will be switched to when dialogue is activated.
* Server-side actions -- Dialogue triggers server-side script. This allows for branching, quest activation, and more.
* Text pre-processing -- Inline TorqueScript will be parsed to insert npc names and other properties dynamically into the written dialog.
* Target identification -- When the player's crosshair is on an NPC, the name will display on the HUD and the crosshair changes to a talk icon.
* Keyboard and/or mouse navigation
Planned Features
* Facial expressions
* Gestures
* Mouth animation
* Multiplayer-safe
* NPC-to-NPC conversations
Wishlist
* Expression editor ala HL2
How Much Will it Cost?
At this point, my plan is to release some parts of this project as a free GG resource like the new context-sensitive crosshair code (a bit more extensible than the AdvancedCrossHair resource). However, this project is big enough where I think it makes sense to charge a nominal fee for the full package to recoup costs and provide support. This way I can afford to develop thorough documentation to help developers use and extend the product.
Eye Candy




Filament has been working on a number of cool projects recently. We wanted to integrate a number of new features into the TGE that would allow us to build a number of different adventure games without rewriting all the basic logic like dialogue, questing, crafting, etc. Out of this idea was born the concept of a new RPG Starter Kit. In the first step towards that effort, I have been working on a complete rewrite of RPGDialogue.
If you are interested in this project, please post your ideas and comments.
Current Features
* Audio support -- Player and NPC say their dialogue out loud (requires the audio to be pre-recorded).
* Stop-and-Talk -- When you initiate dialoge, the NPC will stop what they are doing and turn to face you.
* Cinematic mode -- Level designer can place a static camera that will be switched to when dialogue is activated.
* Server-side actions -- Dialogue triggers server-side script. This allows for branching, quest activation, and more.
* Text pre-processing -- Inline TorqueScript will be parsed to insert npc names and other properties dynamically into the written dialog.
* Target identification -- When the player's crosshair is on an NPC, the name will display on the HUD and the crosshair changes to a talk icon.
* Keyboard and/or mouse navigation
Planned Features
* Facial expressions
* Gestures
* Mouth animation
* Multiplayer-safe
* NPC-to-NPC conversations
Wishlist
* Expression editor ala HL2
How Much Will it Cost?
At this point, my plan is to release some parts of this project as a free GG resource like the new context-sensitive crosshair code (a bit more extensible than the AdvancedCrossHair resource). However, this project is big enough where I think it makes sense to charge a nominal fee for the full package to recoup costs and provide support. This way I can afford to develop thorough documentation to help developers use and extend the product.
Eye Candy




Recent Blog Posts
| List: | 05/24/07 - Introducing the Yack Pack 03/22/07 - RPGDialogue Redux |
|---|
Submit your own resources!| David Montgomery-Blake (Mar 22, 2007 at 22:56 GMT) |
| Michael Perry (Mar 22, 2007 at 23:02 GMT) |
| metalliandy (Mar 23, 2007 at 00:33 GMT) |
Got some idea's for it :)
1)NPC stopping to chat to you without your direct initiation of a conversation
2)Random NPC to NPC chit chat involving scripted dialogue relevant to the current place and previous player achievements which could have circulated as rumours etc.
3)NPC reaction to you current standing eg. Weapon drawn = NPC's being hesitant to speak with you.
4)Target mood identification- icon changes depending on the targets affiliation towards your self..eg. friend of foe.
Also maybe a keyboard option would be best served along with a mouse navigation option too, therefore giving the Dev's/players a choice of which suits their style of game better. I find mouse navigation much more fluid as the left hand is locked in WASD mode and the right is glued onto the mouse.
Changing this to keyboard only could potentially jar the player out of game mode whilst searching for keys...Though this is a preference only. But imagine if you loved one and hated the other...would this be enough to make the game unplayable to you?
IMHO It would feel less seriously intuitive, but maybe thats just me ;).
Keep up the good work, i am really looking forward to this resource :)
| Tom Bentz (Mar 23, 2007 at 00:42 GMT) |
| Steve Flowers (Mar 23, 2007 at 01:34 GMT) |
| Barry Gallagher (Mar 23, 2007 at 01:36 GMT) |
Not sure about the keyboard thing, though I understand your point and see why you would try and implement that design.
Personally I would only use the keyboard if you have a mode toggle. Talk mode / action mode . This way I still use the keys I want when running around peforming actions.
I assume your using 1 2 3 etcetera...
But obviously the toggle mode is more work.
Anyway, just an opinion. Keep it up!
| Eric Schuld (Mar 23, 2007 at 01:38 GMT) |
| Matthew Langley (Mar 23, 2007 at 04:18 GMT) |
| Leroy Frederick (Mar 23, 2007 at 11:47 GMT) Resource Rating: 4 |
| Stephan (viKKing) Bondier (Mar 23, 2007 at 12:32 GMT) |
Certainly a must have for TGE developpers.
Edited on Mar 23, 2007 12:33 GMT
| Jonathon Stevens (Mar 23, 2007 at 14:20 GMT) |


| Andy Hawkins (Mar 23, 2007 at 14:43 GMT) |
| Jason Burch (Mar 23, 2007 at 17:41 GMT) |
Looks good.
| T Squared (Thanhda Tie) (Mar 23, 2007 at 22:54 GMT) |
| BrokeAss Games (Mar 24, 2007 at 00:41 GMT) Resource Rating: 5 |
RPGDialog is a corner stone for alot of us.
Edited on Mar 24, 2007 00:41 GMT
| Kory James (Mar 24, 2007 at 22:55 GMT) |
Looks great, and good job.
| Andy Hawkins (Mar 25, 2007 at 00:09 GMT) |
| Clint Herron (Mar 26, 2007 at 15:38 GMT) |
I particularly like the cinematic black bars -- that's such a fun touch of eye candy. :)
| Alex Stone (Apr 09, 2007 at 04:21 GMT) |
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4.3 out of 5


