对话
进行中
本指南仍在扩展和完善中。功能、截图和说明可能会在 Talescape 正式发布前发生变化。若有疑问或需要帮助,请在 官方 Talescape Discord 提问。我们会根据需要澄清或更新页面。
点击以加载 YouTube 视频。个人数据可能会传输给 Google。详情请参阅我们的 隐私政策。
The Dialogue Editor lets you create interactive conversations between characters and the player. Dialogues consist of lines (spoken text or narration) and options (player responses) connected in a visual conversation graph.
Dialogues can branch, react to player choices and trigger logic such as 事件, 变量 or item changes. They can belong to a scene, a chapter or the whole story.
1. 对话概览
The Dialogues panel lists dialogues available in the current scope. Each dialogue represents a conversation that can be triggered from a scene or event.
Multiple dialogues can exist within the same scene. For example, you might create separate dialogues for:
- 与不同角色交谈
- 检查物体
- 在剧情推进后重复的互动
Each dialogue can be edited independently. Story and chapter dialogues can be reused across several places, while scene dialogues stay local to one scene.
2. 对话范围
Dialogue scope determines where a dialogue belongs.
- Scene: Use this for conversations that only make sense in one location.
- Chapter: Use this for conversations that can happen anywhere inside one chapter.
- Story: Use this for conversations that can happen throughout the whole story.
This is useful for phone calls, companion chats or repeated interactions that should not be tied to one room or background. The same conversation can feel different in a rainy forest than in a cozy inn, while still sharing the same dialogue structure.
You can combine scoped dialogues with conditions to show different options depending on the current scene or story state.
3. 对话图
Dialogues are built using a visual node graph.
Each node represents part of the conversation:
- Blue nodes: The starting line of the dialogue
- Dark nodes: Regular dialogue lines
- Option nodes: Player response choices
- Green nodes: Dialogue endings
Nodes can be moved freely and connected by dragging from one node to another. The graph updates automatically as you add or remove elements.
For large conversations, the minimap helps you navigate the dialogue structure.
4. 对话台词
Dialogue lines represent text spoken by a character or narrated to the player.
Each line includes the following fields:
- Text: The dialogue or narration displayed to the player.
- Audio (optional): A voice clip or text-to-speech file.
- Speakers: 角色 visible during this line.
- Active Speaker: The character currently speaking.
- Character Position: Determines where characters appear on screen.
- Scale (optional): Adjusts the visual size of the character sprite.
A dialogue line can include multiple speakers, allowing several characters to appear at once while one is marked as the active speaker.
Lines automatically continue to the next connected node unless the conversation branches into player options.
5. 对话选项
Dialogue options represent player responses that branch the conversation.
Each option contains:
- Text: The response shown to the player.
- Remember: When enabled, the choice is stored automatically so it can be referenced later in the story.
- Name of the Choice (optional): A unique identifier used when referencing the remembered choice.
- 条件: Rules that control when the option is visible.
Options allow you to build branching conversations and context-sensitive responses.
For example:
- An option can appear only if the player owns a specific item.
- A response can disappear after it has been chosen once.
- A special dialogue path can unlock after a previous choice was remembered.
6. 条件与逻辑
Dialogues integrate directly with Talescape’s logic systems.
- Conditions determine whether a line or option is visible.
- Events define what happens when a line appears or when a choice is selected.
Through events you can:
- Change variables
- Give or remove items
- Unlock achievements
- Trigger other gameplay systems
This allows story progression and gameplay logic to be handled directly inside conversations.
7. 连接对话节点
Connections between nodes define the flow of the conversation.
You can:
- Create links by dragging from one node to another
- Delete links by selecting the connection
- Move nodes to organize the dialogue layout
Options automatically create branches, allowing multiple possible paths through the conversation.
Green nodes mark dialogue endings, where the interaction concludes and control returns to the scene.
8. 对话集成
Dialogues are typically triggered from a scene element, such as interacting with a character or object. They can also be triggered by broader chapter or story logic when the dialogue scope allows it.
A single scene can contain multiple independent dialogues, allowing different interactions depending on what the player chooses to do.
Dialogues can also use their own background. This is useful for presentation layers such as a phone overlay, where the conversation should appear on top of the current scene without replacing the whole location.
9. 最佳实践
- Keep dialogue lines concise and readable.
- Choose the narrowest scope that fits the conversation.
- Use multiple speakers to create more dynamic conversations.
- Use conditions to make options appear only when relevant.
- Use remembered choices to track important decisions.
- Ensure every branch eventually reaches a dialogue ending.
- Test dialogue paths in 故事预览 to verify logic and flow.
Well-designed dialogues form the emotional and structural backbone of interactive stories. They are where characters express themselves and where player choices shape the narrative.