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Modular Dialogue 제품 �등록을 위한 미디어 1개

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Showcase Video | Discord Support Server | Documentation

Modular Dialogue is a player-to-NPCs dialogue system that lets developers easily create conversations using pure Blueprint.

Conversations are driven by blueprint nodes, giving the storyteller complete control by allowing real-time access to the game state.

- No more hierarchical configuration or unofficial custom-made editors.

Give life to the inhabitants of your game by letting them answer when spoken to, and allow players to drive the story by letting them pick what to say. (You are, of course, also able to give them the illusion of choice if that's your style)

Designed to work seamlessly together with quest systems and/or inventory systems of your choice.

Events & Extensibility

Modular Dialogue works by using event listeners. This means that anything can "observe" the state of the dialogue and act upon it. Widgets, the sound system, and the camera manager listen to the dialogue events. They act independently of one another while, together, making the experience the best it can be for the player.

The "Dialogue Player Location" actor teleports the player to a specified location at the start of the conversation, allowing the camera manager to get the perfect angle during your cutscene-like conversations.

Modular Dialogue includes
  • The ability to create dialogues between a player and one or many NPCs.

  • Three styles of dialogue widgets: Clean, Stylized, and old-style RPG

    • The widgets are examples, a base for you to extend upon to fit the style of your games!

  • Animated Rich Text Blocks allow storytellers to give NPCs personality by modifying how text is displayed.

    • One character is presented at a time, creating a natural flow of text.

    • Custom <delay>-tags can be used to add pauses in sentences.

    • Custom <skip>-tags can be used to display blocks of text instantaneously.

    • Watch the demo video [3:50], this will make more sense! :)

  • A simple interaction system (used for the example map)

  • Sound system, playing the dialogue voice at the speaker's location during a dialogue.

  • Camera system, automatically switching between pre-configured cameras during a dialogue.

  • 100% Blueprint, 0% C++

  • Super simple integration with your own character/controller

Blueprints included
  • AC_Dialogue - Your new favorite actor component, the parent class of all dialogues

  • 25+ Blueprint Classes - Core classes, example dialogues, utility libraries, and more.

Widgets included
  • 3 Groups of example styles for your dialogues (CleanUI, StylizedUI, and DungeonUI)

    • Totaling 10+ widgets (Plus some example widgets: a shop template and quest started notification)

The widget templates included are easily modified to fit the style of your game.

Modular Dialogue is not:
  • A shop/inventory system

  • A quest tracking system

  • A chat system for player-to-player communication

How is this system "Modular"?

Dialogue Blueprints in Modular Dialogue define a single interaction between the player and the NPC. However, a conversation can also be split into multiple parts, allowing conversations to span numerous blueprints.

The perfect use case would be an NPC able to give out multiple quests. In this case, each "quest intro" has its dialogue defined in separate Blueprints, and the quest giver's dialogue would branch out to quest-specific ones when the player wishes to start that quest.

(This asset pack contains an example of this, where Innkeeper Carl is giving out two quests, each defined in separate dialogue blueprints)

Hence, the name Modular Dialogue.

This enables separation of concerns while also keeping dialogue blueprints from growing too big. This is especially important when the number of quests grows with the size of your game!

Please don't hesitate to join my Discord support server. I'm happy to answer all questions!

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