Of course an important part of a rpg game are dialogues. They allow the player character to communicate with NPCs to get quests or simply to get information about the virtual game world. Thankfully the lamiae engine features a relatively simple dialogue implementation so that elaborate conversations with multiple branches are easily possible.
The dialogue UI features three blocks: The portrait, the text of the NPC and the player text choices. In general there is no limit to the number available responses the player can have - it's just up to the lazy developer to keep track of all the possible ways the conversation can take place. The portrait can also be changed during the dialogue, which is useful to display the mood of the NPC (like DOOM, somewhat).
It's also possible to have dynamic branching even within the questions/answers. For example, to have a few slightly different greetings, they can be randomly picked from a pool of possible responses. Or depending on a variable (e.g. how the player has done something) the answers are selected.
It's also possible to have dynamic branching even within the questions/answers. For example, to have a few slightly different greetings, they can be randomly picked from a pool of possible responses. Or depending on a variable (e.g. how the player has done something) the answers are selected.