Hey everyone!I'm back with another quick status update. I wanted to go over another QOL feature I created today.
In the past with my games, I have always had some non-important NPCs with generic greetings. These could be common people, guards, and even some enemies. Their messages could contain useful information or lore, but they were mainly just there to populate the game world and simulate an inhabited location such as a village or hideout.
The issue I had with the system was that their dialogue was not important, but still appeared as a regular message and even if they only had a few words to say, it would take a good moment to read and then you'd have to click again on them to make the message go away. Not a huge deal, but since it's not anything important, it could be annoying and feel repetitive.
So, I created a system that I call "SpeakUp". It's very simple and it's just an addition to a system I already had in place, but it makes the game flow better in my opinion.
Speak Up

In the above screenshot, I am just talking to a generic NPC Junkie who apparently doesn't like the look of my character. He doesn't have any vital information, but some of his randomized lines may prove to have lore, information, or hints about the game world just like in my previous projects.
Some of you will find this familiar if you've played my last game, Lawless Lands. In that game, whenever you got a reputation change, experience, traveled, or when the weather changed, a message would appear similarly to let you know what happened.
Now, when you're talking to an NPC who isn't plot-related, their message will appear on the screen for a moment and they'll show a chat bubble over their head to let you know they're speaking to you. A faint sound will also play.
Anyways, that's all for now. I hope to get more done next week - I have been sick this week so didn't have much energy to tackle anything too big.
I'll have more info soon!
Thank you for reading!
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Corrosion ːCStudiosː