SG has a dynamic story line and such, so it would fit in the theme if a lot of side quests are in game.
Is it doable to invent a new dialog system that converts messages without developers actually write every single sentence specific for that quest or npc.
My current idea is, make the dialog tree revolving around keywords, what do I mean by that?
All quest giving npcs have some motivations and things they can't achieve without help.
So, when player walks up to them, a list of possible conversation topics pops up.
Let it be weather, or political situation, or personal opinions on someone you just meet.
Then NPCs who have quests will give hints to players as to what players should ask them in order to start a quest.
Things get more complex if npcs can have realistic but unexpected reactions. Some one may refuse to be helped, so you have to convince them, some one may refuse to give you the promised rewards, so you have to either walk away, or beat them up, some npcs may only trust and giving out information about locations of dungeons or important places after you are close to his friends or have done him some favors.
Is it doable to invent a new dialog system that converts messages without developers actually write every single sentence specific for that quest or npc.
My current idea is, make the dialog tree revolving around keywords, what do I mean by that?
All quest giving npcs have some motivations and things they can't achieve without help.
So, when player walks up to them, a list of possible conversation topics pops up.
Let it be weather, or political situation, or personal opinions on someone you just meet.
Then NPCs who have quests will give hints to players as to what players should ask them in order to start a quest.
Things get more complex if npcs can have realistic but unexpected reactions. Some one may refuse to be helped, so you have to convince them, some one may refuse to give you the promised rewards, so you have to either walk away, or beat them up, some npcs may only trust and giving out information about locations of dungeons or important places after you are close to his friends or have done him some favors.