JRPG Setup Help and Overall Best Practices
Posted: Sun Apr 18, 2021 2:11 pm
So, I have been messing around with this asset for a few days, and trying out some examples via the site, and I am struggling to get the dialog system where I want it, and I think it is due to too many options in front of me. So, I was hoping that with this post I might get some insight on how I should proceed.
I am trying to get an overall simple system in place, really a standard JRPG in 3d space (Octopath traveler-esque), but what I have gotten to run so far isn't working that well.
My setup:
I went off the NPC Bubble speech Package on the site, and setup my NPCs to use Dialog Actor with the bubble standard UI subtitle Panel.
I have two lines of dialog both from NPC and nothing needed from PC. So, a basic run up to NPC, press interact, they say something, then interaction ends.
My outcome:
I run up to the NPC, they say the first line via a bubble speech above their head, then I press the button for next and nothing happens. My textbox is also in a bad position on the player within the world space.
So, should I be using a different approach for this? I also plan to have SOME options for the dialog, but not always. Meaning, some dialog might have a yes or no option for the player, but it won't always be the case, so is this approach wrong for this usecase? Is there a way I need to go about UI modification for the UI to work within the 3d space?
Also, I wanted to get some input on dialog Databases. Should I have 1 database for the whole game? 1 per "town"? will the databases take up a lot of space or performance if used?
I appreciate any help or assistance on this I can get.
Thanks
RetroVertigo
I am trying to get an overall simple system in place, really a standard JRPG in 3d space (Octopath traveler-esque), but what I have gotten to run so far isn't working that well.
My setup:
I went off the NPC Bubble speech Package on the site, and setup my NPCs to use Dialog Actor with the bubble standard UI subtitle Panel.
I have two lines of dialog both from NPC and nothing needed from PC. So, a basic run up to NPC, press interact, they say something, then interaction ends.
My outcome:
I run up to the NPC, they say the first line via a bubble speech above their head, then I press the button for next and nothing happens. My textbox is also in a bad position on the player within the world space.
So, should I be using a different approach for this? I also plan to have SOME options for the dialog, but not always. Meaning, some dialog might have a yes or no option for the player, but it won't always be the case, so is this approach wrong for this usecase? Is there a way I need to go about UI modification for the UI to work within the 3d space?
Also, I wanted to get some input on dialog Databases. Should I have 1 database for the whole game? 1 per "town"? will the databases take up a lot of space or performance if used?
I appreciate any help or assistance on this I can get.
Thanks
RetroVertigo