Système dialogue, interaction

Bonjour à tous,

Je suis en train de créer un niveau dans une base où le joueur doit rencontrer plusieurs PNJ un par un.

Mon objectif est que, dès que le joueur parle à un PNJ, ce dernier parte immédiatement vers un point de réunion prédéfini (chacun a le sien).

Ensuite, quand tous les PNJ sont arrivés à leur point, je voudrais déclencher automatiquement une cinématique (Level Sequence).

Voici un résumé du comportement recherché :

  • Le joueur interagit avec un un PNJ (touche E)

  • Le PNJ parle puis part seul vers un point de réunion

  • Le GameMode suit le nombre de PNJ arrivés

  • Quand tous sont arrivés, la cinématique se lance

Je travaille avec des Blueprints uniquement (pas de C++).

Merci d’avance :))

Hello everyone,

I’m building a level set in a base where the player needs to meet several NPCs one by one.

My goal is that as soon as the player talks to an NPC, that NPC should immediately walk to a predefined meeting point (each NPC has their own).

Once all NPCs have reached their meeting points, I want to automatically trigger a cutscene (Level Sequence).

Here’s a quick summary of what I’m trying to do:

  • The player interacts with an NPC (presses E)

  • The NPC talks briefly, then walks to their meeting location

  • The GameMode tracks how many NPCs have arrived

  • When all are there, the cutscene is triggered

I’m working entirely in Blueprints (no C++).

thanks :))

what specifically are you having trouble with?

what do you have so far?

is something not doing what you expect?

This sounds like an “I have an idea but don’t know where to start.”

there are a few ways to go about this depending on what you have currently, and other goals.

if this is a request for "I have an idea but don’t know where to start” try to break it down into smaller steps.

  • interact with NPCs (get input from player, somehow get the NPC, and trigger InteractEvent())
  • NPC moves to designated location (Moving other actors)
  • GameMode tracks how many NPCs have arrived (collision volumes testing for overlap, either testing for type or tag)
  • NPC talks briefly (dialog systems are very open ended, and should not be prescriptive)
  • cutscene is triggered (cutscenes and what they mean are very open ended from turning off player input and playing animations, to triggering a video file)

Game design is not hard because most of the individual tasks just are not hard, and are fine once broken down into steps (it is just one big problem, that needs to be broken down into smaller problems to solve)

Game design IS hard because any given choice has about 20 to 50 sub-questions that need to be considered, or else you will end up finding all the ends on a plate full of spaghetti.

Thanks for your reply!

To be honest, I don’t have any of that set up yet. I’ve mostly been focusing on setting up the player movement and working on the level layout.

This is a project where narrative is really important, so I’m trying to build something like a very directed, linear “corridor” A linear game where narrative is very important .

This NPC system is basically my first real level idea, and I’m not sure where to start.

Your breakdown helps a lot, I’ll try to approach it step by step like you said.