Grim Dawn Screenshot and Dialogue Editor Details
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My main aim with this tool, as with all the new Grim Dawn tools, was to strike a good balance between ease of use and power. Keeping our tools as easy to use as possible is great as we are working with limited time and need to be able to create quality new assets as fast as possible. Replacing the entire quest system is quite a large task, which increased the importance of getting a much better system for the time over what was originally in the engine.The Titan Quest engine with full dialogue trees? Sounds like a good match.
The current conversation is shown in a tree format which is designed to show all important information without the need to examine multiple menus or tabs of settings. Each step of the conversation can execute multiple actions and evaluate multiple conditions to change how the dialog flows. A built in conversation tester allows us to examine the flow of the conversation without the need to load the game.
There are some simple built-in conditions and actions that are commonly used, as well as support for evaluating and executing Lua script functions. The action/condition system is shared with the quest editor, making it possible to do a lot of interesting things using conversations alone.
All dialog is stored in the conversation files (quests work the same), so that there is no longer any need to edit the main string lists to get your dialog together. Adding dialog for multiple language is as simple as selecting the language and typing the text. It even comes with a built in multi-language spell checker.
There is also a conversation wizard which can be used to quickly create a conversation layout from a quest file. In conjunction with the quest wizard in the new quest editor, all you need to do to make simple quests is add the dialog text.