Dialogues
Generic Fields
Field Name | Function |
---|---|
ID | The ID of this asset data element. Automatically generated. |
Name | Name of the asset data in the project and editor. |
Display Name | The name that will be displayed to the player. |
File Name | The name of the file in the project. Automatically generated. |
Description | The dialogue's description |
Graph
Click the "Create Graph and Assign" button to automatically generate an empty Dialogue Graph and populate the "Dialogue Graph" field with the newly generated Graph. The name generated will be taken from the "Name" field in the "Base Info"
Field Name | Function |
---|---|
Dialogue Graph | In this field you can assign a dialogue graph. |
You can open the Dialogue graph by clicking on it from the editor, this will open its location in your asset browser. You then double click the asset to open the Dialogue Graph. Or click on the asset then in the inspector click "Edit graph".
Inside the graph you'll create text nodes like the one below and connect them to each other.
Creating a new text node is done by right clicking anywhere in the graph window and select Dialogue Text Node.
To create a flow of conversation you connect the Pink dot into the Purple dot of the next text node
Field Name | Function |
---|---|
Identity | The speaker
|
Message | The text from the speaker (Identity). If this is player it will be a select-able/click-able option |
Clicking on the cogwheel/gear icon in the bottom right of the text node will open the Advanced Dialogue Node Options window.
These options are unique per text node
Field Name | Function |
---|---|
Requirements | In this field you can define a Requirement Template. You can think of this as a condition check |
Game Actions | In this field you can define a Game Action Template. You can think of this as an action that will be triggered upon opening the dialogue node. For example you can use a player selectable node to trigger a quest or rank up an ability etc |
Viewed Endlessly | If on this node can be viewed endlessly |
View Times | If Viewed Endlessly is off you can define an amount of times this node can be viewed |
Clicked Endlessly | If on the player can click on this node endlessly |
Click Times | If Clicked Endlessly is off you can define an amount of times the player can click on this node. For example if you only want the player to be able to ask the npc the time of day 3 times. |
Image | Here you can define the visual representation (image) of the speaker. If the text node Identity is NPC it will show the icon on the left side of the ingame dialogue window. If the text node Identity is Player it will show it on the right side. |
Settings
Field Name | Function |
---|---|
Exit Node? | Does the dialogue have an exit node? The exit node is automatically generated and will not display inside the graph. It only appears ingame in the select-able dialogue options for the player. |
Exit Node Message | The exit node text. Default is "Goodbye". Clicking this dialogue option will close/end the conversation and close the dialogue UI |