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Ryzom - Dialog and Storyline Design Guidelines Document
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-   -   Dialog and Storyline Design Guidelines Document (http://forums.ryzom.com/showthread.php?t=25669)

raynes September 20th, 2006 09:52 PM

Re: Dialog and Storyline Design Guidelines Document
 
Quote:

Originally Posted by truce1
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.

Quote:

Originally Posted by grimjim
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?

marct September 20th, 2006 11:10 PM

Re: Dialog and Storyline Design Guidelines Document
 
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.

swater September 21st, 2006 03:10 AM

Re: Dialog and Storyline Design Guidelines Document
 
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

meloner September 23rd, 2006 09:25 AM

Re: Dialog and Storyline Design Guidelines Document
 
Quote:

Originally Posted by raynes
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


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