- Joined
- Aug 7, 2013
- Messages
- 1,338
Hi,
In many (sandbox) games, like Skyrim or Fallout 3, when a player either accomplishes an objective or completes a quest, the dialogue options with NPCs changes accordingly to reflect this new game/player state.
What is the best way to emulate this in warcraft 3? Basically all my NPCs are wrappers around an array of dialogs and a 2-d array of their corresponding buttons.
I am guessing after each objective completed I need to update the dialogs of all the relevant NPCs. But how do I do this in such a way that it isn't hardcoded, e.g. I have to put every individual detail for each of the NPC's reactions/new dialog options?
Since I'm asking for a miracle, I don't suppose there's a library for generating language (as in natural language generation, with a full semantics) and also a library for reactions/changes in the state of a character (e.g. NPC B updates itself when it "learns" that player accomplished goal X, and now has suitable dialog)>
In many (sandbox) games, like Skyrim or Fallout 3, when a player either accomplishes an objective or completes a quest, the dialogue options with NPCs changes accordingly to reflect this new game/player state.
What is the best way to emulate this in warcraft 3? Basically all my NPCs are wrappers around an array of dialogs and a 2-d array of their corresponding buttons.
I am guessing after each objective completed I need to update the dialogs of all the relevant NPCs. But how do I do this in such a way that it isn't hardcoded, e.g. I have to put every individual detail for each of the NPC's reactions/new dialog options?
Since I'm asking for a miracle, I don't suppose there's a library for generating language (as in natural language generation, with a full semantics) and also a library for reactions/changes in the state of a character (e.g. NPC B updates itself when it "learns" that player accomplished goal X, and now has suitable dialog)>