Author Topic: Message System  (Read 3545 times)

Offline WhiteRose

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Message System
« on: May 03, 2011, 05:52:47 PM »
What type of message system would you all like to see in the game? Personally, I'm not opposed to just using the UMS, as many of us are familiar with the tag codes used in it, and it has pretty much every feature that we would need. If anyone else wants to nominate some other message system, or thinks that we should just create our own, feel free to voice your opinion.

Even if we decide to use an already created system such as the UMS, we still need to come up with exactly how we want things to look.

Some things that need discussion:

  • Usage of facesets. Should we use them at all? If so, where should we place them? Should we have multiple faces for each character showing a variety of emotions, or just one face for each?
  • Windowskin. Self-explanatory. Regardless of what message system we use, we're going to need some sort of windowskin.
  • Name windows. Should they be used in addition to or in lieu of facesets?
  • Letter/word appearance. All at once, or more slowly, to imitate actual speech?
  • Message skipping. Should the player pressing/holding the button skip messages, or just speed them up considerably?


Here are my personal opinions on these issues:

Adding multiple facesets for each of the main characters would add a lot of personality to their dialogue, and would make the game seem more immersive, so I think it's optimal to do so, if our artists are up to it.
I think we should use both facesets and name windows for standard dialogue, and just name windows for shorter dialogue or one-liners.
The window skin should be something on the darker side. Maybe a dark amber colour would look nice. We should choose something that goes with the rest of the artistic style of the game.
I think letters should appear individually, but fairly quickly. When the player holds down the button, it should speed up considerably.



One other thing:

As I mentioned in the story thread, there are a couple features I would like to implement, regardless of what system we use. These aren't entirely necessary to the game, but I think that they would be nice:

  • Combat dialogue - characters would have things to say to each other every once and a while during battle, perhaps regarding what they are fighting or a recent plot event. These would probably use a name-window only (not a faceset.) We will need to make sure our combat system is capable of displaying messages in battle.
  • Travelling dialogue - this might be a little more difficult to implement; I'm not sure if the UMS is capable of this. If it is possible, however, I'd like to see it implemented. Basically, while walking around, every once in a while the characters would talk to each other regarding various issues or plot events that have occurred. This dialogue would be automated; the player would have no control over it, as their controls would still have to be used for moving around. They would have to still be able to move and activate events while the dialogue is occurring. Any event that occurred would interrupt the dialogue. This was very well implemented in Dragon Age, and added a lot of personality and depth to the characters. However, DA used voice acting, making the system easier to pull off. It's my opinion that we could still do something similar using dialogue windows, but I may be mistaken. The windows would have to be as unobtrusive as possible, so we would probably only use name windows, not facesets, for these conversations.

Offline AliveDrive

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Re: Message System
« Reply #1 on: May 03, 2011, 06:20:02 PM »
I vote for the Asan'tear windowskin xD.

I have nothing else to say. :D
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Offline nathmatt

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Re: Message System
« Reply #2 on: May 03, 2011, 06:53:56 PM »
you could just make your own that way it would be unique
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Offline Hatsamu

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Re: Message System
« Reply #3 on: May 04, 2011, 01:10:21 AM »
  • Usage of facesets. Should we use them at all? If so, where should we place them? Should we have multiple faces for each character showing a variety of emotions, or just one face for each?


Here are my personal opinions on these issues:

Adding multiple facesets for each of the main characters would add a lot of personality to their dialogue, and would make the game seem more immersive, so I think it's optimal to do so, if our artists are up to it.

I'd certainly like this idea and I've no problem on doing the facesets. Once I get to finish the actual character desings, I can get into this.


I think we should use both facesets and name windows for standard dialogue, and just name windows for shorter dialogue or one-liners.

As I mentioned in the story thread, there are a couple features I would like to implement, regardless of what system we use. These aren't entirely necessary to the game, but I think that they would be nice:

  • Combat dialogue - characters would have things to say to each other every once and a while during battle, perhaps regarding what they are fighting or a recent plot event. These would probably use a name-window only (not a faceset.) We will need to make sure our combat system is capable of displaying messages in battle.
  • Travelling dialogue - this might be a little more difficult to implement; I'm not sure if the UMS is capable of this. If it is possible, however, I'd like to see it implemented. Basically, while walking around, every once in a while the characters would talk to each other regarding various issues or plot events that have occurred. This dialogue would be automated; the player would have no control over it, as their controls would still have to be used for moving around. They would have to still be able to move and activate events while the dialogue is occurring. Any event that occurred would interrupt the dialogue. This was very well implemented in Dragon Age, and added a lot of personality and depth to the characters. However, DA used voice acting, making the system easier to pull off. It's my opinion that we could still do something similar using dialogue windows, but I may be mistaken. The windows would have to be as unobtrusive as possible, so we would probably only use name windows, not facesets, for these conversations.
Agree with all this, both the battle-dialogue and the travelling-dialogue not only sound cool but looks like a need for this game if we want to develop the characters personalities.


The window skin should be something on the darker side. Maybe a dark amber colour would look nice. We should choose something that goes with the rest of the artistic style of the game.
I think letters should appear individually, but fairly quickly. When the player holds down the button, it should speed up considerably.

I'd go with creating our own Windoskin, of course. Maybe we can have 3 different designs and have them change during the storyline too...

Regarding the text boxes, they should never be skipped, but there always have to be the chance of speeding them up.

Offline winkio

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Re: Message System
« Reply #4 on: May 10, 2011, 04:56:53 AM »
I think our windowskin should share a few important things with our title:

1.  Mildly saturated colors and gold outlines.  Such a good combination
2.  Ornamental shapes.

Another thing we need to do is decide on a font + font size.  Be on the lookout for good ones.

EDIT: Fonts that I like:
Candara
Corbel
Estrangelo Edessa
EurostileExtended-Roman-DTC
Gill Sans MT
Harrington ** (best imo)
LuzSans-Book * (very good)
Nyala * (very good)
Sylfaen * (very good)
« Last Edit: May 10, 2011, 09:15:47 PM by Mr. Tally-Mon »

Offline nathmatt

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Re: Message System
« Reply #5 on: May 10, 2011, 11:01:04 PM »
i suggest this as a font
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Offline winkio

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Re: Message System
« Reply #6 on: May 10, 2011, 11:03:03 PM »
Too hard to read.

Offline ForeverZer0

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Re: Message System
« Reply #7 on: May 10, 2011, 11:39:35 PM »
Kristen ITC is similar to nathmatt's suggestion, but a little more legible.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline nathmatt

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Re: Message System
« Reply #8 on: May 11, 2011, 12:37:25 AM »
actually this looks closer to what i was thinking
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Offline winkio

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Re: Message System
« Reply #9 on: May 11, 2011, 12:46:32 AM »
the font is very artistic and would look nice as a title of a piece of art or something, but we need an in game font that it much more simple and easy to read.

Offline WhiteRose

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Re: Message System
« Reply #10 on: May 11, 2011, 06:06:22 AM »
Comic Sans?

Maybe Calibri or Segoe UI? Those are a few of my favourites for my desktop and utility applications. I'm not sure how well they would work in a game, though.

Offline AliveDrive

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Re: Message System
« Reply #11 on: May 11, 2011, 11:06:20 PM »
Comic SANSSSSS!!!!  :negative:
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Offline Hatsamu

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Re: Message System
« Reply #12 on: May 15, 2011, 09:09:02 PM »
Please, people; remove Comic Sans from our vocabulary...

Offline ForeverZer0

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Re: Message System
« Reply #13 on: May 15, 2011, 09:17:06 PM »
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

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Re: Message System
« Reply #14 on: May 15, 2011, 10:15:43 PM »
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