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Information   Flow:   Dialogue   System

Overview

The Information Flow: Dialogue System is the system interacting with the 'flow of information' aspect of the game. The more interactions a character have, the more access they have to information, mimicking the passing of information from one NPC to another. The main aim was to explore AI Behavior trees within Unreal Engine.

System Breakdown

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First Degree Interaction:

The NPC's are roaming on a pre determined path which is laid in such a manner that they are bound to cross path at some point. The system is triggered when the NPCs interact with each other.

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When the NPC interact with each other, they receive one full segment of information.

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Second Degree Interaction:

After first degree interaction, the NPCs continue walking on their pre determined path. The system is triggered again when the NPCs happen to interact with each other yet again.

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When the NPCs interact with each other the second time, they receive one full segment of information, and additional partial information from the borrowed through the previous first degree interaction.

NPCs walk on pre determined paths.

NPC interacted and share information about each other.

When the player interacts with an NPC, first they self identify.

Then the NPC shares the information gained by the other interactions it had.

Then the NPC shares the information chronologically as per it's interactions with other NPCs.

Blueprints
NPC_Behavior_tree.png

NPC movement - Behavior Tree

Dialogue_tree.png

NPC - Dialogue Tree

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