It is /currently/ a topic based dialogue, quest and store system that allows you to talk about subjects with anyone in the game providing you allow them to talk about that said topic. You can learn new things simply by talking to them. Answers and characters greetings can be based on the characters disposition towards you. If any ones played the elder scrolls: morrowind, then you will probably understand it better.
Persuade them with flattery and bribes
Get quests that can use location volumes, require items to be found or have a required kill target(s)
Dialogue that can change based on how much the character likes you.
Work in progress/Potential Development stuff
[Spoiler]
The WIP/Dev Video playlist!
IsKnownByCharacter is how your character knows what topics are available, when a topic unlocks new options to talk about, it gets set to true and you can talk to other characters that are allowed to talk about it with you.
The retail ready Video playlist! (And some tutorials when i get time to add to it)
The retail ready version may not have all the things shown in the WIP as it kinda branched into a general playground of sorts for learning and code testing. So everything has been cleaned down to a more clear and concise standard without any of the mess. Only the things that are needed for it to fully function is added.
More functional player inventories and items can easily be worked into this if you require your own solution, or simply wait for the Inventory and Item crafting system to be cleaned up and released that will compliment this.
Store system to be added when it’s cleaned up and set up in such a way that is a lot more easier to read and looking.
Looks cool. I’d wish more RPGs would do the Morrowind style dialogues. One question though. Will you do hyperlinks like Morrowind did? So if you have a word that is also a separate topic, clicking on that word would expand that topic.
I’ve thought about it, I am just not sure how I would go about Implementing them yet. I know they would likely be buttons hidden behind text but its mostly cosmetic. It would be a lot easier to highlight the new topic as it appears to be honest.
I’m currently implementing quest features, bribing taunting and flattery.
Made a basic inventory so i could handle dealing with item collection quests, which also now get recognised.
There are few minor things to fix with the inventory items and I have a lot planned for that separately in another project.
One thing with items, is that i should probably start using item ID’s Instead of searching for all the info on item though it doesnt stop the items and such stacking atm its more of an optimisation when it comes to the data tables.
Edit:
Quests can now have an area target, such as go to insert place here and once you enter the area it will let the quest know you’ve been there.
also got item rewards working. Gold itself is also an item, in case you wanna drop it or have it as item clutter that is found around the map.
Items also now use Item ID’s which is much better to add into quest requirements.
Currently implementing a basic stat system, and then buying things from NPC characters. anything after depends on what else comes up.
The statsystem is there so i can have NPC’s disposition based on your personality rather than just an odd set number. And i can also have it influence prices of items too.
This is just the bribery system… All that Mums spaghetti xD
Will definitely need a bit of a clean up, but its mostly working.
What it currently does:
Uses your personality to determine how much your bribe influences the disposition of the character. The personality level is a direct percentage on how much your bribe is worth, so at 100, you will get 50 points of favour with 50 gold.
You can fail a bribe based on your personality level. at level 1 you have a 50/50 chance of success. at 100 you always succeed.
If you fail, the NPC’s personality level kicks in and will determine how much it dislikes you.
Craftable Items List Holds all the things you can craft in the game. Its set on the player controller currently. The crafting menu widget will look at this, and your inventory and compare what items are in it, and how much you have. if you have enough the button to craft the item will be unlocked.
Its also automated to the point you will not have to update blueprint nodes when adding each new crafting item unlike a lot of other “crafting” and inventory tutorials i’ve seen out there. Just add what required items and amount to each item, and what can be crafted to the crafting list and done
@n00854180t Hiya, I still have the project files (UE 4.11 lol) from this as I tend to keep a lot of projects or experiments locked away, but Its been on hiatus for a while now and i don’t know if it will really be picked up again. From what I’ve learned since then I’m seeing it probably needs a heavy rework on readability and optimisation along with some networking possibility. There wasnt much interest at the time for it I guess and I feel like its probably overshadowed by other stuff on the market and not many people like to read text boxes.
In the meantime i’ve been working on an RTS/ARPG kind of styled engine similar to how dawn of war and inquisitor martyr works so It may see a revival there somehow later down the line since you’ve given me a few things to think about in reminding me of this project.
I’d definitely be willing to pay some amount for it even in whatever state it’s in, and possibly contribute back some fixes or improvements to it if you’re interested. Let me know