I have been contemplating the dialog feature for quite a while and have been trying to work out a concept for the game. I have been thinking up the logic for a procedural dialog system that is able to change certain key words in a sentence and use certain sentences from an array. E. G. You are caught stealing a helmet from an npcs house, he confronts you saying:
-"hey, drop that back"
-"hey, that's me helmet " helmet is the keyword that could change depending on what the item is.
-" what do you think you are doing"
These options could also be used in other situations, and could make dialog abit more diverse.
Now dialog options should work like sort of a modular block. Imagine the npc remembers who it meets depending on their relationship enemies/friend/family/aquaintance/close friend certain information can be shared, like passing on a block. So when 2 npcs meet they engage dialog and depending on different factors like, what events happened that day, are they under the influence of alcohol, are they injured, are they dying, they can pass on information. This information becomes options that can be learned by the player, if the player asks questions that are linked to that information. Now some questions is how will we find out this information? Is it an option we will automatically see? I think it is better if we have a deep library of information accessible in dialog but delivered very streamlined. I have an idea building in my head and will share if it pans out.
The advantage of a procedural dialog that has changeable variables is you can have dynamic sentences. E. G. Getting directions to the next town. "head North/east/up/down along/beside/straight the dark wood road. Basically all the bold words can change depending on the characters location to where you are asking about. Obviously the npc will need to know it's directional location and any information of roads/rivers/towns/other npcs/locations/lore. I am writing on my phone so hope it isn't too hard to read will edit later and add to.
Edit: The idea behind the modular information is that npcs can be given different blocks which represent the information known by this npc. They are further sorted into the people who this information can be passed on to it could be information for a single npc like a Lord or a king or master, this can be learned only through force, bribery, threatening. It can be general information like a group of bandits attacking the town, it could be information about a stranger that passed through here 2 nights ago. The npc could learn this information by seeing it, experiencing it, being told about it, or overhearing it by passing/hiding near an npc talking about it. You the player can also learn information which fills your library such ways. So possibly at the begining of the game you only have the option of asking things like who are you, tell me about this place, where is........., but later you can ask more specific questions about things you have learnt. the gui for working with this system is also being thought up. Let me know what you guys think so far, may help the team.