Hero-U Project Update #70: Hero-U: Rogue to Redemption by the Quest for Glory designers

Lori and I decided to try a voiceover “Let’s Play” of the Hero-U combat prototype demo. If you enjoy it, please Like and Share so that your friends can watch it. You can also try out the demo yourself at http://hero-u.com/demos-and-videos/combat-prototype/.

https://youtu.be/4MusGL-cPB8

I’ve now posted stretch goals to the main page of the new campaign – https://www.kickstarter.com/projects/transolargames/hero-u-adventure-role-playing-game. We’re about to hit $82,000 towards the $100,000 goal. One stretch goal is already locked in, and we’ll reach the next if $105,000 is pledged.

Talking About Conversation in Hero-U

A central feature of Hero-U is conversation with other characters. This is probably the feature that sets us most apart from other games.

Sure, there is dialogue in almost every game, but it is usually a filler. Dialogue helps to flesh out a character’s personality, but it’s often one-dimensional. Either you see the dialogue in a cutscene (in-game film clip) or you get the same dialogue over and over when you click on a character.

Hero-U treats dialogue as a simulation rather than fixed scripts or filler. Conversations with the same characters change constantly. This can happen because of what Shawn said to them previously, or because of his reputation with the character, or simply as the result of passing time.

There are still rules to dialogue – we aren’t up to the level of artificial intelligence in Ex Machina yet. When Shawn enters a scene for the first time in an event, it’s likely a character will greet him with the latest news. If the player clicks on that character, Shawn can start a relevant discussion.

The discussion topics change for every character on most days. If they’ve already talked with Shawn about something, that dialogue option will no longer appear.

Can I Interest You in an Almost New Lockpick?

For example, let’s say Shawn meets Joel Kayro outside the rogue class early in the game. After the initial greeting, Shawn has a few possible discussion topics:

  • Talk to Joel
  • Buy from Joel

Choosing Talk to Joel might lead to:

  • Ask about Joel
  • Ask about Tools
  • Ask about Information
  • Back
Talking With Joel Kyro

Talking With Joel Kyro

Those topics are available because Joel has just introduced himself, the class lecture was about rogue tools, and Joel has mentioned that he sometimes has useful information… for a price.

In this case, Joel’s priority is to sell tools to Shawn, so even if Shawn asks about Joel, he’ll get a sales pitch on Joel’s useful stock of equipment. Asking about Tools gives more detailed information about them.

As for actually buying the tools, some options will only appear if Shawn has enough money to afford them. In addition, Joel’s stock changes throughout the game as he begins to sell more expensive and valuable goods.

Let’s say Shawn Asks about Information. Joel knows that one of Shawn’s first unpleasant encounters was with Mr. Terk, Hero-U’s disciplinarian. So that topic might interest Shawn (and be valuable to the player). In classic “the first one is free” fashion, Joel doesn’t charge for that information. Later on, everything he reveals has a price.

Joel Warns Shawn About Curfew - The First Tip is Free

Joel Warns Shawn About Curfew – The First Tip is Free

Each time Shawn meets with Joel, they can have a different conversation. Nothing in dialogue is mandatory in terms of puzzle solutions, but sometimes characters give Shawn useful hints. More importantly, as in a film or a novel, dialogue is the heart of the story. By talking with other characters, Shawn learns about the University, the characters, local politics, and various mysteries.

Dialogue is also the key to building relationships. Most characters like it when you talk to them, especially if you talk about things that matter to them. Every time Shawn talks to a character, he has a chance to gain or lose reputation with that character or with others who may be listening. Shawn might also improve a character skill such as Charm, Smarts, or Moxie.

Dialogue Choices – Much More than Words

Creating the game dialogue for Hero-U is one of Lori’s major responsibilities. Besides writing tens of thousands of individual messages, she is using the power of our proprietary Composer scripting system to create dependencies.

Composer allows her to decide if game text is only available once, once per day, or repeatedly. She makes other dialogue dependent on previous game actions. For example, if Shawn and his roommate Aeolus are discussing Sophia, the receptionist, it makes a difference whether Shawn has met Sophia and talked to her.

This is handled by “script tags”. When Shawn talks to Sophia in the reception area, the dialogue script sets a tag. Some of the conversations with Aeolus in the dorm later only appear if Shawn has talked to Sophia first. Here is one of many possible paths through that dialogue. On the next day, the conversation will be different, but may refer back to the choices made in today’s conversation.

https://youtu.be/i3b3nthmvAg

You will not be able to go through every dialogue option in one playthrough of Hero-U. Subtle differences in conversational choices and meeting other characters affect the available choices. This gives a different mood to similar conversations across multiple playthroughs.

It’s hard to convey just how many dialogue scripts Lori is creating for Hero-U, and the degree of complexity of each one. When you play the game, you will follow the path you choose through the dialogue, seeing just a fraction of the available possibilities. Each path will be part of a satisfying story involving Shawn and the other characters. The next time you play, you will likely see different conversations.

Keep on Talking

Please share this update on Twitter, reddit, Facebook, Google+, and other social media. The more people who learn about Hero-U, the better we will be able to fine-tune and improve the conversation systems and individual dialogue choices.