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Dialog and Storyline Design Guidelines Document
Last night I was playing with the ring and Kami NPC's. I went to enter some dialog and it occurred to me that I can't really accurately write believable dialog because I wasn’t really sure how they talk. So can we have some sort of document that explains how to write dialog for the various groups so it sounds authentic?
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Re: Dialog and Storyline Design Guidelines Document
I'm not sure about the Karavan, but I've always thought that the Kami speak a variant of Yodaese.
"Kitin morsels, bring me you will." |
Re: Dialog and Storyline Design Guidelines Document
If you talk with the Kami on Silan, they will talk to you a little like the following:
Kami like Kibs, Kibs do good, Kami ask Kibs hug Raynes etc. They speak only the words they need to, a very base form of "English" although its more Common Atys speak I guess, but a basic one. They use the minimal words to communicate, and describe themselves in the 3rd person, calling themselves Kami, not individual names. As for the other groups, I'm not sure :) |
Re: Dialog and Storyline Design Guidelines Document
I would also help if the personality of each Kami and Karavan type was explained.
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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? |
Re: Dialog and Storyline Design Guidelines Document
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With a discriptive name? Like "swamp" kami. "Bad" kami. "Eldar" kami. "Stinky" kami. "Evil" kami. |
Re: Dialog and Storyline Design Guidelines Document
Or Kami by lake, Kami in Fairhaven
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What if there are 4 like Kami's next to each other? *and I'm not just asking to be a pain, this is part of one of my scenarios. |
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The blue one? lol. How about North ,south ,east and ,west? (of the lake) |
Re: Dialog and Storyline Design Guidelines Document
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. |
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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? |
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. |
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 |
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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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