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Project Grand Vault is a 3rd person action adventure, game with some light rpg elements. The story follows two Treasure Hunters that attempt to move into a new city, only to get caught up in a race to uncover a legendary treasure.

Report RSS Dev Diary: Talking to stuff!

An over view of the retooling of our interaction mechanics. :)

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Hey Everyone!

Current status: Good

I am back with another Dev Diary. Overall things are going well, the shift to FT has really increased my overal productivity and is quite enjoyable.

The focus this time was recreating + improving our ability to interact/ converse with actors using dialogue boxes, and it was quite a doozy. But the result, is something I am quite pleased with.

00 PostPreview

CONCEPT


I wanted to enable players to approach objects of interest and interact with them using the Interact Button. Originally this seemed to have been a pretty basic task, but as I delved deeper in began to increase in difficulty.

DESIGN


From a design perspective I organized the types of interactions into tiers of increasing complexity.
Tier 0 - Objects that when interacted with, immediately execute actions. Ex. Doors
Tier 1 - Objects that when interacted with, provide a brief amount of information. Ex. Signs or posters
Tier 2 - Same as above but, provide a length amount of informatin requiring multiple dialogue pages. Ex. Books or letters.
Tier 3 - Adds for the ability to ask questions and change actions based on player choice. Ex. Vending Machines.
T3 essentially allows for us to have conversations except for 1 last feature.
Tier 4 - For upon interactivity the ability to face the direction of the player, which we would only want for NPCs or living actors.

In a nut shell this is accomplished by passing information across 3 blueprints (4 if the dialogue uses questions)

0 strucutre

To make all the interactions happen we use Blueprint interface, which I named Interaction BPI_Interact. In total 5 functions were made to across the 5 tiers of interactivity.

1 BPI Interact


STEP 1 - ENABLE SIGNIFIER ON OVERLAP


The first step was to create a Signifier widget. Then set it as a 3D Widget and attach it to Vance. And then set it to only be visible inside proximity of an interactible actor.

2 Signifier


The text on the signifier is set to a variable so we can define what it says based on the actor in question.

STEP 2 - LOCK CHARACTER FUNCTIONS


The second step is locking all character functions during the interactions. Essentially we are taking control away from Vance and shifting control over to the HUD/Dialogue box. Immediately we are brought to step 3.

STEP 3 - DIALOGUE LAUNCH


Here we set the text and instruct it to work to display in typewriter fashion, rather than all at once.

3 DialogueBPEventGraph

Additionally you can see that after each string of dialogue we check to see if it has been flagged as a question, and if so we launch the question widget. If not we use the Advance Dialogue function to 'click through' all of the dialogue.

STEP 4 - DIALOGUE END

Eventually the player will work their way through the dialogue and it will close and fire off the required functions.

SUMMARY


In conclusion the there is a ton of work that goes into interactions. At first I thought it would have been far simpler than combat, but it turned out to be just as daunting. To showcase the flow of instructions to make this work I have inserted a screen grab below of the Actor.

4 ActorBPEventGraph

RESULT

And there we have it. I hope you guys enjoyed a look into the crafting of the dialogue system for Project Grand Vault

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