RELATIONSHIP/DIALOGUE SYSTEMS
Overview
In this workshop I learned about dialogue systems in games, and considered how I might be able to play the same design thinking into my own game. Nodes are used to contain text for dialogue, and must have a Node ID as an identifier, as well as options for the player to choose (if there are any), and subsequently destination nodes, for nodes to go on to.
For more dynamic dialogue systems, you can use an ongoing grading system to track the players progress and choices, assigning positive, neutral and negative values to each node which will go on to affect what options and dialogue the player gets later into the dialogue system. When doing this though, it's important to have a clamping system in place to prevent the score from getting too high or low.
As for my own ideas, I considered how I might be able to visualise the different behaviours of the creatures players can collect using a dialogue system. Different behaviours would activate depending on what plants players grew, and other aspects such as how the climate changed. Each choice would have a value assigned, and each node had a boundary value in order to activate. However, this is a very dynamic system which can also go backwards, and so forming it around a dialogue system may not be the best option. I'll have to do further research, perhaps into AI to formulate my designs.