Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Great suggestions, but theres one problem with the disappearance of NPCs happening in the “last” dialogue: there’s no way to know what is a “last dialogue”.

Suppose you have an NPC with default and alternative. The alternative happens when variable X is true. You’re assuming that once X is true and alternative is read, thats the last dialogue, but variable X can be set back to false (via lever for instance). What is someone wants to make a game where you have to set X back to false to read default again? In that case, default should be last and this developer would complain that they want the NPC to disappear after reading default the second time.

Or even yet, what if there’s an NPC with default, choice and alternative, where alternative is set by X being true, but the developer wants the NPC to disappear if the player talks to NPC while X is false, right after the choice. That would not happen if I consider alternative the last dialog, even if alternative is not triggered.

Or even: what would happen if we introduce unlimited ammount of dialogues (as has been suggested by the community)?

I think that by limiting disappearance to the first dialogue the engine just caps all divergent scenarious of “when should the NPC disappear”. It also caps possibilities, but (I think that) for a minimalistic engine, possibilities should emerge from creative workarounds, not by features.

I was considering one “disappear” checkbox per dialogue, but I also do not want the engine to look bloated and scare new users. (to me it already looks kinda intimidating, we’re actually thinking of ways to improve the UI).

Fair enough. I agree with your on that one. 
Any thoughts on the "dialogue, choice, dialogue" order and  the "âś” / âś–"?

Just implemented. Now it shows “✔/✖” instead of “yes/no”, also now the order executed is default -> alternative -> choice. I chose to change the executed order instead of the buttons, because that feels more logic than changing the buttons, since the alternative dialogue can be a direct sequence of the default dialogue if the default toggles the variable that triggers the alternative.

(+1)

Default -> alternative -> choice is indeed the better choice if it's not breaking compatibility.
The implementation of â€śâś”/✖” works great, but maybe put the checkmarks in green/red too. While those are mostly universal I seem to remember some countries like Japan use both âś” and âś– as a negative(as in "incorrect"), so putting them in green and red respectively should help clear that situation(if it arises at all- I might be wrong about the whole Japan thing).
Anyways, great work. The engine turned out pretty nice and while some elements like the reward systems can use some light rebalancing I can honestly say I'm pretty happy with the result. It's by far the best small RPG engine out there and definitely the most user friendly one.