代码插件 Narrative Quest and Dialogue Editor 2.8.0适配UE5.1对话系统

Unreal插件信息
插件名称: Narrative Quest and Dialogue Editor
官网地址: https://www.unrealengine.com/marketplace/en-US/product/narrative-quest-and-dialogue-editor
版本: 2.8.0
解压密码:
引擎版本: UE5 
素材类型: 代码插件








NEW METAHUMANS + LIPSYNCED DIALOGUES DEMO AVAILABLE: Download Playable Demo OR Download Project Files (Project files require Narrative to be installed)

Feels like a part of Unreal
Quests and Dialogues are just like any blueprint you've ever used, but with the addition of the Quest and Dialogue graphs, much like Widget Blueprints or Anim Blueprints.

Narrative is designed to be as easy to drop into your game as possible. Add a Narrative Component to your player, and that's it. Start making Quests/Missions and Dialogues right away.

Narrative Dialogue Editor
Most dialogue systems feel fake because it doesn't seem like NPCs remember what you've told them, or adapt their dialogue options as they get to know you better. Because Narrative remembers EVERY dialogue option you've ever selected, NPCs can easily remember things you've told them (or even others) in the past, and adapt with your player.

Most dialogue systems are also too rigid and difficult to customize. Narrative lets you override its functionality easily via blueprints to add your own custom features like playing facial animations - but if you need to make more complex changes the full source code is available in C++ and is well documented.

Narrative Quest Editor
Missions or Quests often fall short because they feel too straightforward, and don't offer any choice. To combat this Narrative uses a state machine based system which allows you to have quests that can be failed or succeeded, have multiple different endings, or multiple different ways of completing a the same step.

Players can play quests together, or have their own local Quests. You can have as many active quests as you want, and easily grab and read quests and see their progression from blueprints at any time.

Persistent Worlds
When you reopen your game, it needs to be just as you left it. Your NPCs need to remember you're still doing their quest. Your game might need to remember you took that item and no longer spawn it in, or killed an NPC and no longer spawn them in. Since Narrative remembers everything the player has done, it makes these features trivial.

Networking Built In
Networking works right out of the box. Your single player quests will work in multiplayer with no changes required, and you can even have multiple players work on the same quest together via Shared Quests.

Technical Details
Features:
Fully Networked: Server Authoritative Quests and Dialogues
Shared Quests: Play Quests together online or locally with friends via the Shared Quests system
Quest/Dialogue Designers: Use the designers to create your own quests and dialogue
Works with C++ and Blueprint: Easy to use Blueprint nodes for BeginQuest, RestartQuest, etc. Grab all failed, succeeded, in progress quests etc.
Supports complex Quests: Create quests with multiple different ways to complete, multiple different endings, etc.
Dialogue Conditions: Conditionally Add or Remove dialogue options from a dialogue
Dialogues and Quests work together seamlessly: Start a quest when a dialogue option is selected, or create quests where the player has to select a dialogue option as a step in the quest
Save System: Narrative remembers every task the player has completed, every dialogue line ever played, and every quest the player had in progress.
Code Modules:

Narrative (Runtime Module)
NarrativeQuestEditor (Editor Module)
NarrativeDialogueEditor (Editor Module)


新的超人类+口型对话演示可用:下载可播放的演示或下载项目文件(项目文件需要安装叙事)

感觉像是虚幻世界的一部分
任务和对话就像你曾经使用过的任何蓝图一样,但增加了任务和对话图表,很像Widget蓝图或动画蓝图。

故事的设计要尽可能容易地融入到游戏中。为你的玩家添加一个叙述组件,仅此而已。马上开始制作任务/任务和对话。

叙事对话编辑器
大多数对话系统给人的感觉都是假的,因为npc似乎不会记住你告诉他们的内容,或者随着他们更了解你而调整他们的对话选项。因为叙述会记住你所选择的每一个对话选项,所以npc可以很容易地记住你过去告诉他们的事情,并适应你的玩家。

大多数对话系统也过于死板,难以定制。Narrative让你可以通过蓝图轻松地覆盖它的功能,添加你自己的自定义功能,比如播放面部动画——但如果你需要做更复杂的更改,完整的源代码可以在c++中获得,并且有很好的文档。

叙事任务编辑器
任务或任务往往会让人觉得太过简单,没有提供任何选择。为了对抗这种叙述,我们使用了一种基于状态机的系统,即允许你拥有可以失败或成功的任务,拥有多种不同的结局,或完成同一步骤的多种不同方法。

玩家可以一起玩任务,或者有自己的本地任务。你可以拥有任意数量的活动任务,并且可以随时轻松地抓取和阅读任务并从蓝图中查看其进程。

永恒的世界
当你重新打开游戏时,它必须和你离开时一样。你的npc需要记住你仍在执行他们的任务。你的游戏可能需要记住你拿走了那个道具,但不再刷出它,或者杀死了一个NPC,但不再刷出它。因为叙述会记住玩家所做的一切,所以这些功能就显得微不足道了。

内置网络
网络工作就像开箱即用一样。你的单人任务将在多人模式下工作,不需要任何改变,你甚至可以让多个玩家通过共享任务一起完成同一个任务。

技术细节
特点:
完全联网:服务器权威任务和对话
共享任务:通过共享任务系统在线或本地与朋友一起玩任务
任务/对话设计师:使用设计师创造你自己的任务和对话
工作与c++和蓝图:易于使用蓝图节点BeginQuest, RestartQuest等。抓住所有失败,成功,正在进行的任务等。
支持复杂的任务:创建任务与多种不同的方式来完成,多种不同的结局等。
对话条件:有条件地从对话中添加或删除对话选项
对话和任务可以无缝地结合在一起:当选择对话选项时开始任务,或者创建玩家必须选择对话选项作为任务步骤的任务
保存系统:叙述会记住玩家完成的每一个任务,玩家玩过的每一条对话线,以及玩家正在进行的每一个任务。
代码模块:

叙事(运行模块)
narativequesteeditor(编辑器模块)
(编辑器模块)





作者 cg小白兔 发表于 2024-3-20 13:11:22
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