Interactive Narrative Design - Week 7

            

5/11/2025 - 11/11/2025 / Week 7
ChenYuhan / 0378131
Interactive Narrative Design/ Bachelor of Design (Honours) in Creative Media / Taylors University
Week 7


TABLE OF CONTENTS






INSTRUCTIONS


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LECTURES

week 7:



WEEK 7

This week's interactive narrative design class—using the third-party tool Dialogue Editor—deepened our understanding of how to build dynamic dialogue systems in Unity. We aimed to make NPC dialogue more than just talking; we wanted it to have real impact—allowing player choices to trigger realistic scene changes, such as color shifts or object activation.

We started with a pre-made Unity project containing an NPC and some scene objects. The first step: dragging and dropping Dialogue Editor assets into the Assets folder, then adding the Simple Conversation Manager prefab to the Canvas UI. We also created a new GameObject called Initial Conversation and linked it to the Dialogue Editor window. This allowed us to design dialogue nodes visually, like drawing a flowchart, instead of being overwhelmed by large amounts of code. This made it easier to understand the overall logic.

Next, we began building the actual dialogue system. We designed a basic dialogue where the NPC says, "Hello, welcome to this world," and then added two player options: "Go left" and "Go right." We used a custom script called NPCInteraction to set up a dialogue pop-up when I pressed the "E" key near the NPC.

Fig. 1.1.1 , class task,week 7 (2025/11/06)

We used another script called EnvironmentController to link dialogue options with game effects. Dialogue isn't just for advancing the plot; it directly shapes the game's visual atmosphere and mood.

To make these changes look more natural, we learned to use C# coroutines to gradually blend lighting and skybox colors instead of switching them abruptly. The transitions are much smoother and more natural. This small tweak enhances player immersion—making the game world come alive.

We expanded the dialogue branches, adding more color options (yellow and green, each with its own environmental adjustment) to demonstrate how branching narratives translate into visual changes in the game. Excitingly, the system can be easily expanded and multiple storylines created simply by adding new nodes and effects.


FEEDBACK

This dialogue editing system solved the difficulties I encountered when creating story branches, such as frequent errors in dialogue options...


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