Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Npc Chat Interface with Quests.
#1
I've noticed a few posts recently on making an interface for talking with Npcs.
My initial project last year used an engine based on the 3.0.3 source, to which I added such an interface, including player quests.
A few screenies for your viewing pleasure:
NpcEditor
Interface1
Interface2
Interface3
Interface4

I put a lot of work into it, but being a total noob to VB I made a few fundamental mistakes in my implementation, namely getting the server to send each new npc chat line and the responding replies each time a choice was made. This caused flood errors and other problems when the game was deployed to a remote server.
It works okay if you run the server and the client on the same machine.

Old Thallingorn

I'm posting it here in the hope that it might be of use to some of you for ideas or inspiration. I will be adding something similar to my new project but your welcome to use any of it in your games/engines. If it sparks your interest and you would like the source code, please message me and I'll get it to you if I can. It is sourcesafe locked but should still be usable to anyone that knows how to work around this.
Reply
#2
hey


this looks way too complicated ^^...everything is all over the place..looks strange but still a good idea..i have something similar too that in my game...
Reply
#3
My god, how large would the NPC files be if they had that much chat stuff? Let's just say it's even 5 character's per string for their chat alone... and you're still talking about a TON of memory being used, for each individual NPC...
Reply
#4
My speeches are separate files loaded, and attached to npcs. It allows for recycling common speeches, such as ones used for opening shops and starting quests. From what I can see though, your speeches are pretty advanced, just kinda ...Make the npc files huge.
Reply
#5
Lol, yeah I hear what your saying, the file size for the Npcs went up to 7.83kb from 416bytes. They are saved as binary, so I had to set some hefty fixed string lengths for them.
I like the idea of using a seperate set of speeches, think I'll do the same for quests aswell.
I never found myself needing more than three of the replies, so I reckon I'm gonna cut it down a bit this time.
Reply
#6
As mine stand, I only have 2 key words, two replies, and 1 starting line. I think I'll also settle for three replies though. 8)
Reply
#7
My code for NPC chat is the shit lol.

i have no where to host it or id let it be freely available
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)