Let’s finish fleshing out the plan:
- 5. Work out the dialogue.
The whole point of the exercise is to try and implement some of the techniques in Freeman’s book, Creating Emotion in Games, so we’re going to need dialogue. A brief look at the theory implies that the Unreal II dialogue system is very powerful indeed, if somewhat unwieldy to write the code for. Suspicions are raised by one overiding factor: they didn’t use it to it’s full potential in the game. The conversations were simple, linear and compulsory for the most part with little in the way of optional approaches or complex interactions. Unless I missed something, of course.