NPC Conversations
Posted: Mon Aug 24, 2020 6:56 pm
Looking for guidance or examples on how to do this.
Two scenarios:
1) Random bark conversations between 2 or more NPCs.
A group of NPCs is wandering around together, NPC-1 of them barks out "it's cold outside", NPC-2 responds "yeah", NPC-3 responds "whimp", NPC-2 responds "shut up!"
I'm saying barks because they would look like other random singular barks.
I'm not clear on how that would both be stored in the dialogue database and how to get the conversation to flow correctly.
It doesn't really matter who replied first or last, but it would make sense that they reply one at a time.
This scenario isn't entirely random barks either, they are bark responses based on a specific topic (cold outside), and the "whimp/shutup" part is more about those two particular NPCs having an established relationship where they mock each other etc.
Another scenario of that could be in a night club scene where there are potentially several conversations going on between different groups at the same time.
If these conversation sets need to be fully scripted I can do that to, but then how to get the conversation spread out between 3 or more NPCs?
2) Bascially the same idea but between two NPCs only and based on a controlled activity.
NPC-1 is the doctor, NPC-2 is the patient.
The patient is in a known state "needs_medical" and the doctor is doing an established job "patient_checkups".
When the doctor gets close enough to NPC-2 their conversation would start, all based on a variety of responses at each level, and likely some dynamic stuff based on variables like if the patient has an injury on their arm or leg. For example:
Doc: "how are you today"
Patient: "my [bodypart] hurts when I do this."
Doc: "Then don't do that, wocka wocka wocka"
An alternative in the exact same scenario might be:
Doc: "what did you do this time?"
Patient: "hurt my [bodypart] chasing chickens"
Doc: "well I've got just the thing for you"
I think I can see how to get all that done with barks, triggers, several different specific conversations in the database etc, but if there is any guidance on the most effective direction to take that may save me time.
There is one example on the extras page (simultaneous conversations) but the package is very broken in unity v2020.1. I can't even open that database to examine their conversation structure.
https://www.pixelcrushers.com/dialogue-system-extras/
Cheers
Two scenarios:
1) Random bark conversations between 2 or more NPCs.
A group of NPCs is wandering around together, NPC-1 of them barks out "it's cold outside", NPC-2 responds "yeah", NPC-3 responds "whimp", NPC-2 responds "shut up!"
I'm saying barks because they would look like other random singular barks.
I'm not clear on how that would both be stored in the dialogue database and how to get the conversation to flow correctly.
It doesn't really matter who replied first or last, but it would make sense that they reply one at a time.
This scenario isn't entirely random barks either, they are bark responses based on a specific topic (cold outside), and the "whimp/shutup" part is more about those two particular NPCs having an established relationship where they mock each other etc.
Another scenario of that could be in a night club scene where there are potentially several conversations going on between different groups at the same time.
If these conversation sets need to be fully scripted I can do that to, but then how to get the conversation spread out between 3 or more NPCs?
2) Bascially the same idea but between two NPCs only and based on a controlled activity.
NPC-1 is the doctor, NPC-2 is the patient.
The patient is in a known state "needs_medical" and the doctor is doing an established job "patient_checkups".
When the doctor gets close enough to NPC-2 their conversation would start, all based on a variety of responses at each level, and likely some dynamic stuff based on variables like if the patient has an injury on their arm or leg. For example:
Doc: "how are you today"
Patient: "my [bodypart] hurts when I do this."
Doc: "Then don't do that, wocka wocka wocka"
An alternative in the exact same scenario might be:
Doc: "what did you do this time?"
Patient: "hurt my [bodypart] chasing chickens"
Doc: "well I've got just the thing for you"
I think I can see how to get all that done with barks, triggers, several different specific conversations in the database etc, but if there is any guidance on the most effective direction to take that may save me time.
There is one example on the extras page (simultaneous conversations) but the package is very broken in unity v2020.1. I can't even open that database to examine their conversation structure.
https://www.pixelcrushers.com/dialogue-system-extras/
Cheers