Communication System

Last modified by Utku Dagli on 2026/02/07 22:24

0 - Introduction

This documentation outlines the basics of the communication system, its rules and components, and how to configure it.

0.1 - Disclaimer

This document is a living document, and any specific variables, names, numbers and more are subject to change. The task assignee may modify any structure to adapt or to support existing systems. If you need additional help or further explanation, please contact @Utku Dagli.


1 - Overview

Text-based system for NPC-to-player interaction and information delivery. NPCs communicate through on-screen text messages triggered by player interactions.

1.1 - Message Types

TypePurposeLength
HintGuide Player1-2 Sentences
InformationLore or Context2-4 Sentences
WarningAlert or Danger1 Sentence

1.2 UI Components

Text Display Box

  • Location: Bottom third of the screen.
  • Background: Semi-transparent dark panel
  • Text: White, the font chosen for the game, 18-24pt.
  • Max Width: 60-70 characters per line.

Message Navigation

  • Display one message at a time.
  • Player controls pacing

Display Rules

  • The text box fades in or out over 0.3 seconds.
  • The player must close the messages using the interaction buttons.
  • No auto-advance in messages.

Controls

ActionButtons
Open or Close

Interaction buttons

Next message"Press any button to continue"

1.3 - Conversation Storage

  • Data Table: DT_NPCMessages
  • Data Structures: DS_NPCMessageData
Variable NameTypeDescription
MessageIDStringUnique identifier for each message.
NPCIDString

Reference to which NPC owns this message.

MessageTypeEnumHint | Information | Warning
MessageTextTextThe displayed dialogue content
Required ConditionsArray of NamesIn-game conditions that need to be met to trigger this conversation