September 20th, 2006, 09:52 PM | #11 | ||
Join Date: Sep 2004
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Re: Dialog and Storyline Design Guidelines Document
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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? |
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September 20th, 2006, 11:10 PM | #12 |
Join Date: Nov 2004
Location: If you need to, you know where to find me.
Posts: 1,154
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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. |
September 21st, 2006, 03:10 AM | #13 |
Join Date: Sep 2004
Posts: 10
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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 |
September 23rd, 2006, 09:25 AM | #14 | |
Join Date: Jan 2005
Posts: 575
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Re: Dialog and Storyline Design Guidelines Document
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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.... |
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