Shop and Conversation |
2015.06.25 |
Conversations like in Ultima VI.
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It works. The conversation system is
fully-functional. By adding a few child
attribute objects (’can speak’, for instance)
and FSM strings (’job’, for instance) to any
object, I can turn it into a character you can
talk to. It is super simple to extend this. The
really extreme use for this would be to build a
detective story in which you can go around and
interview people and gain clues via conversation
and questioning.
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That is an experience I definitely want to
include, but the main goal was to make an
organic, lean, intuitive conversation system
like the one I love from Ultima VI: The False
Prophet. Even a couple of week ago I would not
have been able to pull it off, but now it just
works. This is a big deal and one of the more
complex things I’ve wanted to do for awhile. I
bought the Dialogue System for Unity a few weeks
ago for $65 and ended up just not using it
because I feel compelled to build everything
myself for maximum control, and it’s awesome.
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SIP2 Unity5 unity playmaker blender gamedev
video games ultima ultima VI 2 notes Jun
25th, 2015 |
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