Dialogue With Inanimate Objects
Posted: Wed Sep 20, 2023 5:04 pm
So In Disco Elysium I'm curious how they potentially went about differentiating between interacting with NPCs (a portrait would appear) versus interacting with an object to inspect it (still pulls up a dialogue node with responses regarding what the player wants to do). So far all of my text UI has been the same, standard area for dialogue and area for NPC portrait. Curious about some general advice on how to go about that.
Also, would these objects also have the same scripts as anything else, a proximity selector, Dialogue System Trigger, and Usable? It just seems like a lot to add to potentially many objects in the game that can be interacted with.
Also bonus question, when some random object is clicked in that game and a bark appears, is that Dialogue System as well?
Thanks.
Also, would these objects also have the same scripts as anything else, a proximity selector, Dialogue System Trigger, and Usable? It just seems like a lot to add to potentially many objects in the game that can be interacted with.
Also bonus question, when some random object is clicked in that game and a bark appears, is that Dialogue System as well?
Thanks.