"Dev" log #1 - Dialogue System Part 1
🕑 Added 2024-07-26 21:22:05 +0000 UTCHow Our Dialogue System Works
In our game, characters can have different personalities, which affect how they interact with you. We divide the character's dialogue into different categories, or "pools," based on their personality type. The logic that defines this base personality is pretty special and deceptively simple.
When a character is customised, you select a personality type. This personality can range from submissive (more gentle and compliant) to dominant (more assertive and commanding), with neutral being balanced in between. There's also Switch, which is a Frankenstein of every tone available. These personality types are:
Submissive: Characters use softer, more deferential language.
Neutral: Characters use balanced and neutral language.
Dominant: Characters use more confident and commanding language.
Switch: Characters can use all dialogue in the game at once, although this isn't the ideal way to experience the game we left the option in.
Choosing a Greeting:
Now that we have our base personality, it's time to choose a greeting. Those of you with a keen eye might have already noticed there are more greeting pools than there are personalities, and you'd be correct. This is because each personality draws from multiple pools of dialogue. The pools vary by intensity and tonality in the following order:
Submissive
Mildly Submissive
Neutral
Mildly Dominant
Dominant
The game randomly selects a greeting from the appropriate dialogue pools. This randomness helps keep interactions fresh and varied.
Comments
digi daki
It's c#! I program within JetBrains Rider so the colour scheme might be similar to their other software, PyCharm.
Vei
Ooh. In what language are you programing? It looks like Python but I'm not sure.