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Building Relationship-Based Systems and Controlling NPC Interactions  

D3kryption
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Discover the secrets of creating immersive relationship-based systems in game development with this comprehensive tutorial! In this video guide, I'll teach you how to implement a dynamic system that allows players to influence their interactions with NPCs based on their relationship status.
Learn how to build an intricate web of relationships between the player and non-player characters (NPCs) by assigning varying levels of affinity or liking. We'll show you step-by-step how to integrate this system into your game, allowing players to shape their relationships through their actions and dialogue choices.
By understanding the mechanics behind relationship-based systems, you'll gain the power to control NPC behaviour, dialogue options, and other aspects of the game. Explore the possibilities of becoming either a beloved hero or a notorious antagonist, as NPCs respond differently to your character's actions. Uncover the techniques to reward positive interactions and consequences for negative ones, making player choices impactful and shaping the game's narrative.
Join us as we delve into the intricacies of relationship-based systems and empower your game development arsenal with this compelling feature.
My Specs:
OS:
Manjaro Linux
CPU:
Intel Core i7-4790K @ 4.00GHz
GPU:
Nvidea Geforce RTX 3090 24GB
RAM:
16GB
Headphones:
Audio Technica ATH-M50X
Mic:
Audio Technica AT2020
DAC:
Behringer UMC22
Keyboard:
Keychron Q3 QMK with Krome Keycaps - Pudding rainbow kanji-hiragana caps
Mouse:
Logitech G403

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Опубликовано:

 

30 май 2023

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Комментарии : 14   
@RyouTheMad
@RyouTheMad Год назад
I did want to implement something like this with narrative in the future, so this will come in handy PET ALL THE DOGS!
@gil6970
@gil6970 7 месяцев назад
I was looking for something like this. To make moral system and relationships for my medieval Knights game. Thanks man
@D3kryption
@D3kryption 7 месяцев назад
Looking forward to seeing your game one day! :D
@gil6970
@gil6970 7 месяцев назад
@@D3kryption thanks man. Gonna make a channel very soon for it. I will comment on here so you can check it out. Can’t wait to show what I’ve been working on. Cool tutorials and projects like this motivate and make it possible.
@hansbetinardi1237
@hansbetinardi1237 4 месяца назад
Great tutorial and with the narrative it's very good, but I have a doubt if I want to leave this relationship information appearing on the screen, like a relationship bar that looks like NPCs, how could I do it, it's very complicated? It could be a good tutorial to do too, to give a base to newbies (like me lol)
@D3kryption
@D3kryption 4 месяца назад
You could just add some text to your HUD to show the status of the relationships :)
@Tikodev
@Tikodev 2 месяца назад
At 3:28 I can't get that node, only the "Current speaker" node. How do I get that one?
@D3kryption
@D3kryption 2 месяца назад
Hey You can drag off current speaker and choose break or right click and choose split :)
@vik358
@vik358 Год назад
Hi, I'm currently working on a farm game where I want to implement Relationships with the townies. Is this tutorial still functioning without the Narrative Plug In?
@D3kryption
@D3kryption Год назад
Hey Yes you should be able to use this without Narrative. The core logic is the same. Store a list of NPC's, values of their relationship level. The only bit Narrative takes over is adding and removing from the levels. If you build this into your other dialogue system it should be fine :)
@eye-sack2773
@eye-sack2773 7 месяцев назад
If I wanted my game to just be AI with the player really only watching (maybe putting stuff on the map, so kinda like a “god” simulator) how would I go about incorporating your tutorials but adjusting them so the AI has the ability/knowledge to do everything the player normally would/could
@D3kryption
@D3kryption 7 месяцев назад
Honestly, I would maybe still go this route but move it to the game instance or something where everything can get it. If you were to move the relationship variable to every single AI, your saving and loading would be dreadful. You would have to loop over every single character to save and load where as if its all in 1 location, easy save easy load :)
@eye-sack2773
@eye-sack2773 7 месяцев назад
@@D3kryption so if put into the game instance it will apply to every ai character? How could I specify what group it would apply to? Sorry I’m very new to unreal so I’m just trying to get a grasp cause everything looks overwhelming. Thank you for your help
@D3kryption
@D3kryption 6 месяцев назад
@@eye-sack2773 Hey its all good. So it depends how you want it to work. Its considered better to store data in a single location if you can instead of spreading it over loads of places so it would be just be the case of modifying the data structure of the relationship to work in a generic Manor. E.g. Faction1, Faction2, RelationshipValue
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