Dialog and Storyline Design Guidelines Document

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raynes
Posts: 2008
Joined: Thu Sep 23, 2004 10:00 am

Re: Dialog and Storyline Design Guidelines Document

Post by raynes »

truce1 wrote:The blue one?

lol.

How about North ,south ,east and ,west? (of the lake)
The owl looking one, I think it's black. What I am trying to do is have a player click on one, it say part of a ritual, then another appears with the first one saying "speak to..." and so on.
grimjim wrote:You should be able to name them in the scenario, refer to them by name.

At least I think you can, not had time for a proper fiddle with the release version yet.
I can name them but I am trying to remain true to lore and game guidlines. So if they don't call each other by name, how would I get one to tell the player to talk to the next kami?
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marct
Posts: 1154
Joined: Wed Nov 10, 2004 12:22 am

Re: Dialog and Storyline Design Guidelines Document

Post by marct »

I agree, they need a name, and the name should be identical to there entity description unless there is more than 1. Then, it should number them or something. I have on several occasions had multiple of an entity and wanted them to act and be controlled seperately. Picking the right one in the events, actions, conditions, or dialog section is nearly impossible.

There must be some solution implemented for this.

EDIT: Nevermind, it seems I misinterpreted. This is that you wanted an ambiguous entity. I guess I would reference location, and then I might set a trigger or task that would identify that you did or did not reach the right one. Maybe have them turn about and ignore the person. The one that they were to talk to would have the context menu with a task, the others would not.
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swater
Posts: 10
Joined: Tue Sep 28, 2004 8:42 am

Re: Dialog and Storyline Design Guidelines Document

Post by swater »

U could? create a scenario invite some players...take control of the major NCP players..and jot down what comes to mind when u interact with players... :)

Of course u would have to dream up some sort of storyline initially to set the mood.


btw WB

Zigy
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meloner
Posts: 576
Joined: Sun Jan 30, 2005 10:27 am

Re: Dialog and Storyline Design Guidelines Document

Post by meloner »

raynes wrote:So if a kami were telling a player to speak to another kami or saying telling another kami to continue a ritual, how would they say it?
Kami has thing to say to Kami ! Go ask Kami if Kami is available to talk ! If Kami is talking to Kami, then Kami wait for Kami to finish so he talk to Kami about Kami who.... :D
Meloner

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