XaiJu
slaen
slaen

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Dialogue scene setup

I started putting all the stuff together in game this week. There's a surprising amount of pieces going into this now.

The player using furniture and playing an idle animation specific to that furniture. There's also slots for getting into and out of that idle animation but I'm not sure how necessary these are - you know how in Skyrim or Fallout 4 there's this animation whenever using a bed or a crafting table that can't be skipped and takes just a bit too long especially if you triggered it by accident? That's why I might skip the standing up and sitting down animations.

Spawning an NPC character and being able to run all of the scene logic on that NPC and the player. Then at the end of dialogue having the option to keep or despawn the NPC. This is also an update / revamp to the logic used for resting in an unsecured location. I just need to do a bit of polish on that end to have better random encounters on rest.

Lots of camera and visual stuff. The scene here triggers a depth of field effect, adjusts the fov zoom level, and applies a vignette around the edge of the screen. I still need to add a few options for UI spawned particles and VFX to polish it off.

And I started bringing in her finished scene animations and setting those up in the engine.

One issue that I did run into though was with the 2.5d fluid fx. I was so sure these would be an easy and cost efficient thing to implement. Not so much. And it's totally possible I just don't understand how to use the system well enough but it seems really inconsistent to use. The best looks come from large fluid particles and lots of them. So the default splash looks super cool. The problem is the fluid I need is more a a streamed spurt. Which means fewer and smaller particles. Then on top of that the simulation is very camera dependent. I can get things looking decent from a side view. The fluid particles will collide with the character, stick, then slowly slide down. BUT when I move the camera to a front or top view the particles won't flow straight they'll just go immediately off to the side or straight down and won't even come close to the projectile path of the side view. I haven't given up all hope yet. Because when it works it looks good but when it doesn't work it just looks bad. We'll see. I'm going to try and dig up some more info about it because the official docs are a little skimpy.

Alright, back to work. Still hoping to get this build out by the end of the month so I might skip the splash fx if I can't get them looking good before then.

Dialogue scene setup Dialogue scene setup

Comments

So this one would be tough - just from a strictly mechanics point of view right? Because like take Skyrim as an example - all the NPCs start to sort of look the same after a bit and the easiest way to tell them apart is by the clothing that they're wearing. It's sort of a limitation of using the character creator and the faces being too perfect and symmetrical and stuff. There's not the truly defining and one off features that really make people unique and stick out. I think it would then get confusing to try to keep track of someone that can shapeshift and convey that to the player? When in Skyrim if you change someone's hairstyle and their outfit they're a completely new character from the player's perspective. But yeah totally, there would be some really cool implications of how those people are treated and seen in society. But I think you'd have to build up that mechanic and really clearly explain it to the player and then telegraph it like crazy. Almost to the point of having a UI element or something or really obvious visual effect or... I don't even know. I can't think of any other games that did things similar? I gues Baldur's Gate 2 had a tiny skin dancer quest? But if I remember correctly that was mostly communicated through dialogue and journal entries and the NPC was just a regular NPC?

slaen

Sorry about that, just crunching on these animations a bit and the last week'ish has been a blur!

slaen

Just a quick note here, I've posted on "f imp animations"(https://www.patreon.com/posts/141907643). You responded to one of my posts there, but not the two other ones. Not trying to be pushy, just making sure that you saw them. I am especially eager to read what you thought of the power limiter idea. Also, reminder to myself about animated texture. Inspired by borderland 4.

Oscar Wilde

Hey, on the topic of dialogue, I've had an idea. Introducing the shapeshifter! Imagine this: a character who shifts shape during a dialogue. I was thinking of Shang Stung from Mortal Kombat, specifically from MK 9(2011), where he'd shapeshift to mock and antagonize his opponent. I was thinking that it'd be disconcerting and disorienting for the player to see an NPC shift into a previously encountered character. I was also thing that this character would shift into characters that are deceased, too. Imagine that there's a quest that the player must choose between two characters to live, and somehow the shapeshifter knows about it. Thus, upon confrontation with the player, the shapeshifter assumes the form of that dead character. Perhaps later encounters have the player be able to identify the shapeshifter on sight due to familiarity or a companion who specializes in spotting such things, another shapeshifter maybe. During these later encounters, this is when the shapeshifter shifts from openly during dialogue. The shapeshift knows the jig is up, and so instead of using his/her/their powers to misdirect, he/she/they use shapeshifting to disconcert and antagonize the player. Something else I thought of whilst writing this out, is the character called Morph from X-Men. Morph is a rare instance of a non-evil shapeshifter and is kinda interesting. You see, since Morph is shapeshifter, he uses his powers not just to fight, but also to ease the pain of others by shifting to forms of their loved ones and then telling them what they need to hear. Furthermore, Morph also has an unusual relationship with his body. As a shapeshifter, whichever gender he is optional and fluid. Another thing related to shapeshifters is the true form. This concept is important for the distinction between shapeshifters who were born with their powers vs shapeshifters who got their powers after their formative years. In some instances, their original appearance is associated with their identity and so wish to retain that form out of fear of identity loss. This could be seen as a form of clinging to their humanity, at least from their perspective. This case would be more likely for those who got shapeshifting powers after their formative years. Of course, like the previously mentioned Morph, those who were born with such powers would have a different relationship with their body and identity. This could be because of the culture of the community they grew up in, or in spite of it. A shapeshifter growing up in community that cool with shapeshifters as neighbors would see this character viewing their powers as normal as frequently uses them, while a shapeshifter that grows up in a community that frowns upon shapeshifters would at best discourage the shapeshifter from using their powers. At worst, the community would burn them whilst crucifying them. An idea for a companion is a shapeshifter who grows up in community that frowns upon shapeshifting. This character would need convincing to leave with you, for while this community is oppressive, it is also safe. The player could go about this in any different ways: the player could point out that to the shapeshifter while safe, he isn't really living either. In an appeal to the importance of identity, the player tells the young shapeshifter that he is prohibited from personal expression, and that they may find more like him whilst adventuring. Another method of convincing the young shapeshifter to accompany the player is that this community has no right to suppression. The dialogue forks here: the player can say that the powerful have the right to use their power as they see fit, or that power used for constructive purpose can be beautiful. What do you think?

Oscar Wilde


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