- Joined
- Aug 15, 2013
- Messages
- 72
- Reaction score
- 32
- First Language
- English
- Primarily Uses
- RMMV
Alright this is going to be a long post. The design of this is a little complicated, so I want to make sure I have all the details covered.
The Idea
One of the major hooks of the game is going to be talking. Longer dialogue trees in general. If the player is able to read the conversation correctly, they will be able to extract more information from NPC's. This isn't something that will happen with every NPC, just NPC's of note.
Part of this feature is the idea of Dialogue Bosses. Longer Dialogue options that provide a different challenge than just "reducing the enemies health to zero". These encounters will change how the next section (or even the rest of the game) will play. For example:
You are negotiating your gangs turf with the opposing gang. You manage to get three out of five towns. Those three towns will not have enemies in them, but the other two will. Or maybe you manage to get four out of five, but really anger the opposing leader. That town will be filled to the brim with enemies, tougher ones than usual.
Of course, this has to be balanced carefully, and they will not be the only source for XP in the game.
Event[0] and Inspiration
In terms of the actual implementation, I'm taking a page from the game Event[0]. If you haven't played it, it's a bit on the expensive side for the amount of actual gameplay that's there, but I found it to be a great game. If you're interested, go take a look now because I'm about to spoil all of how one of the main mechanics works (although not any plot points). This post will still be here when you finish.
If you want a video look on how it works, Mark Brown did a great summary of it for Game Maker's Toolkit:
There is an AI in the game that you can talk to. You can type any message to it, and it will come back with (usually) a believable response for the plot and given input. How?
1: A spellchecker will correct any grammar errors
2: A thesaurus will go through and change any keywords to words the AI is looking for. For example: People, crewmates, and staff will all become "crew".
3: The AI takes a look at where it is in the game. For every point in the game, it has a list of keywords that it's looking for, and a few responses given those keywords.
4: The AI will look for the keywords in the players input. It will then match the list of keywords with whatever best matches its own list that it's looking for
5: The AI will pick one of the phrases associated with that picked set.
(Does that make sense? Probably not. The video explains it much better than I can.)
The AI also has its own emotional range, based on whether it is currently stressed, and whether the AI likes you or not. This also influences which response it selects.
Why am I explaining all this? Well:
The Implementation
As for how to create these dialogues, I have an external tool that I made. You can read a bit about it here: https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-dialogue-editor.111291/
I'm planning on taking some of that implementation for my own use. The player will not be able to write in their own dialogue, which eliminates a lot of the heavy lifting of that implementation. Specifically, 1-4. My plan is better laid out in visual form:

Each of those two choices will lead to two separate sets of 9-choices, and one of those 9-choices will be determined by the NPC's current emotional state. Checks can also be made for previous events (i.e., if the player has won the last three-of-three towns, the NPC can react differently to if the NPC just won the last three-of-three).
Hopefully this all makes sense, and can lead to some interesting Dialogue Bosses. How do you feel about this? Have any suggestions/criticisms about the feature design or implementation? Please let me know!
The Idea
One of the major hooks of the game is going to be talking. Longer dialogue trees in general. If the player is able to read the conversation correctly, they will be able to extract more information from NPC's. This isn't something that will happen with every NPC, just NPC's of note.
Part of this feature is the idea of Dialogue Bosses. Longer Dialogue options that provide a different challenge than just "reducing the enemies health to zero". These encounters will change how the next section (or even the rest of the game) will play. For example:
You are negotiating your gangs turf with the opposing gang. You manage to get three out of five towns. Those three towns will not have enemies in them, but the other two will. Or maybe you manage to get four out of five, but really anger the opposing leader. That town will be filled to the brim with enemies, tougher ones than usual.
Of course, this has to be balanced carefully, and they will not be the only source for XP in the game.
Event[0] and Inspiration
In terms of the actual implementation, I'm taking a page from the game Event[0]. If you haven't played it, it's a bit on the expensive side for the amount of actual gameplay that's there, but I found it to be a great game. If you're interested, go take a look now because I'm about to spoil all of how one of the main mechanics works (although not any plot points). This post will still be here when you finish.
If you want a video look on how it works, Mark Brown did a great summary of it for Game Maker's Toolkit:
There is an AI in the game that you can talk to. You can type any message to it, and it will come back with (usually) a believable response for the plot and given input. How?
1: A spellchecker will correct any grammar errors
2: A thesaurus will go through and change any keywords to words the AI is looking for. For example: People, crewmates, and staff will all become "crew".
3: The AI takes a look at where it is in the game. For every point in the game, it has a list of keywords that it's looking for, and a few responses given those keywords.
4: The AI will look for the keywords in the players input. It will then match the list of keywords with whatever best matches its own list that it's looking for
5: The AI will pick one of the phrases associated with that picked set.
(Does that make sense? Probably not. The video explains it much better than I can.)
The AI also has its own emotional range, based on whether it is currently stressed, and whether the AI likes you or not. This also influences which response it selects.
Why am I explaining all this? Well:
The Implementation
As for how to create these dialogues, I have an external tool that I made. You can read a bit about it here: https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-dialogue-editor.111291/
I'm planning on taking some of that implementation for my own use. The player will not be able to write in their own dialogue, which eliminates a lot of the heavy lifting of that implementation. Specifically, 1-4. My plan is better laid out in visual form:

Each of those two choices will lead to two separate sets of 9-choices, and one of those 9-choices will be determined by the NPC's current emotional state. Checks can also be made for previous events (i.e., if the player has won the last three-of-three towns, the NPC can react differently to if the NPC just won the last three-of-three).
Hopefully this all makes sense, and can lead to some interesting Dialogue Bosses. How do you feel about this? Have any suggestions/criticisms about the feature design or implementation? Please let me know!

