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Since your character now has something to say, the NPC should now say something in response. See the button labeled ">" at the left of this node? Click on it!

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You'll notice that that a new node has appeared beneath this one. It's a "child" of this node, meaning that it represents a possible dialogue path for the game to take. You'll also see that it's indented a little bit from the first node, so that you can tell that it's a child of this node. Player character nodes (in this case, Agent 008) can only have one child, which is the NPC's response to their dialogue.

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Go ahead and type something in the NPC box that represents their response to the PC, and click the ">" button on the NPC node to expand it. Just like the PC node, a new node has appeared, but this time it's another player character node.

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Now, type another asterisk, followed by some more text, inside the NPC node. A second child to the NPC node now appears! Since the player will be interacting with the NPC character, the colored text following each asterisk (and the newly created node labeled with the corresponding color) represents the different paths that the dialogue can take. For instance:

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By interrupting the NPC character while he says XXXXXXXXX"Now that I have you at my mercy, Agent 008", the player character will respond XXXXXXXXXXX. "The crocodile pit? Again? Really? Couldn't you at least come up with anything new?" But if you interrupt the NPC character while he's saying XXXXXXX"nothing can stop my diabolical plan!", the player character will respond "At your mercy? Come on, Doctor Nefarious, you know I always escape from these things. Why don't you make it easier on all of us and surrender now?" You'll notice that the character initially responds to the situation, and then responds to the previous piece of dialogue - that's because you're interrupting the following phrase, which hasn't finished being spoken yet. It wouldn't make much sense for Agent 008 to respond to being at Dr. Nefarious' mercy, if Dr. Nefarious hasn't finished speaking this line yet.

respond XXXXXXXXXXXXX. By typing more asterisks and adding more dialogue, you can create a complex tree of dialogue based on what NPC dialogue the player chooses to respond to.:

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Here are some basic guidelines for creating nodes:

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