Generated Dialog

Announcements, support questions, and discussion for the Dialogue System.
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mdeforge
Posts: 1
Joined: Thu Feb 04, 2016 10:28 pm

Generated Dialog

Post by mdeforge »

Hi,

I'm considering purchasing this package, but need to be sure that I can change the dialog text and many of the options at runtime. I'm hoping to use this for a multiplayer chat system. It would be unfortunate for me if this only read scripted dialog and that someone could not adjust the dialog GUI while playing. Does this package support something like this? Thank you.
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Generated Dialog

Post by Tony Li »

Hi,

Yes, you can change the dialogue text and all options at runtime. Please feel free to try out the evaluation version and look over the documentation.

Briefly, you'll create one or more dialogue databases at runtime and add your dynamically-generated content to it. If you have any questions about this, just ask.

If you only need to replace specific keywords, it's much easier. You don't need to dynamically generate a dialogue database. You can use markup tags at design time, such as: "Hello, [var=Player]. I'm [var=Conversant]. Nice [var=Weather] we're having, eh?"

In either case, it will still run essentially like a branching conversation in which the local player selects responses from a menu. The Dialogue System also supports text input, but if you intend for players only to respond by typing text (as in an MMO chat window or an instant messaging app), the Dialogue System probably isn't the right fit for your project.
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