Bringing Conversations to Life – The Dialogue System in Daedalus



One of the narrative pillars of Daedalus: Arcane Odyssey is its dialogue system — designed not just to display words, but to give characters a soul.
In this world of alchemy and steam, every character you meet has a story, a tone, and an attitude. So I wanted a dialogue system that didn’t just feel like reading text, but felt like watching a scene.
Here's what I built:
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When characters talk, the game pauses and a dedicated UI appears on screen.
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A high-resolution portrait of the speaking character shows up with a fitting expression.
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The dialogue box appears below, leaving room for 2–3 lines of text.
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Each line feels paced, expressive, and part of the flow of the scene — just like a visual novel, but integrated into an action-adventure world.
Stylistically, everything follows the game's stylized 3D cartoon look, and the portraits are custom renders made specifically for each emotion and character.
This system is already in use in the demo — from casual banter in the streets of Twingear to tense confrontations at the academy gates.
Next, I’ll be integrating animation triggers. Step by step, we’re making this world speak for itself.
Thanks for following the journey!
Get Daedalus: Arcane Odyssey
Daedalus: Arcane Odyssey
Action/adventure game with steampunk aesthetics and central alchemy mechanics.
Status | In development |
Author | Thonygm |
Genre | Adventure, Action |
Tags | 3D, Fantasy, Ludum Dare 57, Singleplayer, Steampunk, Unreal Engine |
More posts
- Progress on the Second Scene19 days ago
- First public look47 days ago
- Music for Momentum – Designing an Endless Run Track49 days ago
- Modular Interactions and UI Templates52 days ago
- Input and State Machines – Building the Foundation for Fluid Gameplay54 days ago
- Visual Effects in the World of Daedalus54 days ago
- Who is Daedalus? – A Look at Our Reluctant Inventor61 days ago
- Introducing Daedalus: Arcane Odyssey – A World of Steam, Alchemy, and Curiosit...62 days ago
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