RPG Maker MV Event Tutorials Ep 6: Branching Dialog
Shoutout to these two who run a large RPG Maker dev community and inspired me to make this series:
https://www.twitch.tv/DZPG1
https://www.twitch.tv/Riggy2K3
https://www.youtube.com/@dzpg1
https://www.youtube.com/@riggy2k3
Project for this video series:
http://www.lmpgames.com/RMMV/Events/Event_Tutorials.zip
Hello! Welcome to episode 6 of our RPG Maker MV event tutorial series!
Tonight we will be looking at one of the most time intensive tasks in RPG Maker; branching dialog. Branched dialog takes a massive amount of planning, consideration, implementation, and is generally difficult to maintain when changes are needed.
This is because of the way that event pages work in RPG Maker. Branching dialog is a process where by something the player does or triggers turns on game variables and/or switches. These then, in turn, alter the event pages that are run for your NPCs, changing the dialog to reflect whatever action the player has done.
For small and medium sized games, this is a manageable process with proper planning (smaller games it should be easy to handle even if you don't plan it out). For larger games, though, you will run into situations where something you add will cause you to have to go back and update npc dialog; I guarantee it even with proper planning.
This episode takes a look at a very small example to show case how quickly branched dialog can get complex.
Next week, in episode 7, we're going to start looking at some of the basic things you will need to know for making cutscenes. We have already discussed a few in some of the previous episodes.
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0:00 Intro
0:50 Recap
2:25 What is branching dialog?
3:00 New map for a new episode
5:05 Adding the NPCs
5:40 The plan
6:50 Setting up an event for branched dialog
8:54 Setting up some switches
11:10 Short diversion
12:55 Break switch amount limit
13:28 If I was using a YanFly plugin
15:10 How we plugin-less heathens have to do it
17:30 Setting up the story behind the dialog
25:10 Fixing batch entry problems
26:00 The first branch
27:30 Always restate what the player should do next
28:00 Adding the branch to other NPCs
39:32 Yay, more branches....
44:45 Time to world build
49:00 More batch entry fixing
51:25 Adding in a player choice
54:50 Flavor text that informs the player
55:20 Handling the repercussions of the player's choice
56:10 Adding the last branches to the other NPCs
58:40 Testing the dialog & fixing signs
1:02:40 Complexity problem
1:03:35 Exponential complexity
1:06:15 Outro
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