<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Dialogue on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/dialogue/</link><description>Recent content in Dialogue on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/dialogue/index.xml" rel="self" type="application/rss+xml"/><item><title>Dialogue System</title><link>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/dialogue/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/dialogue/</guid><description>&lt;p&gt;The Dialogue System is the authoring and runtime core of GS_Cinematics. Dialogue content is stored in &lt;code&gt;.dialoguedb&lt;/code&gt; assets (&lt;code&gt;DialogueDatabase&lt;/code&gt;), which contain named actors and a collection of &lt;code&gt;DialogueSequence&lt;/code&gt; records. Each sequence is a graph of polymorphic nodes. At runtime, &lt;code&gt;GS_DialogueManagerComponent&lt;/code&gt; manages the database and maps performer names to entities in the level, while &lt;code&gt;DialogueSequencerComponent&lt;/code&gt; drives playback — walking the graph, evaluating conditions on branches, executing effects, and emitting events that UI and other systems consume.&lt;/p&gt;</description></item><item><title>GS_Cinematics</title><link>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/</guid><description>&lt;p&gt;GS_Cinematics is the complete dialogue and cinematic control system for GS_Play. It provides a node-graph authoring tool for branching dialogue sequences, a runtime sequencer with conditions and side effects, a UI layer for text display and player choice, and a Cinematics Manager for scene staging. Custom conditions, effects, and performance types are discovered automatically through O3DE serialization, so project-specific dialogue behaviors can be added without modifying the gem.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../framework/cinematics/"&gt;GS_Cinematics API&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Dialogue UI</title><link>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/dialogue/dialogue_ui/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/dialogue/dialogue_ui/</guid><description>&lt;p&gt;The Dialogue UI layer is the display side of the GS_Cinematics system. It receives events from &lt;code&gt;DialogueSequencerComponent&lt;/code&gt; through &lt;code&gt;DialogueUIBridgeComponent&lt;/code&gt; and routes them to the correct UI implementation — screen-space for HUD-style dialogue or world-space for speech bubbles above actors. Player choices are handled by selection components, and the &lt;code&gt;TypewriterComponent&lt;/code&gt; reveals text character-by-character. &lt;code&gt;BabbleComponent&lt;/code&gt; optionally plays per-character audio babble to give speakers a voice.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../../framework/cinematics/dialogue_system/dialogue_ui/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Performances</title><link>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/dialogue/performances/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/cinematics/dialogue/performances/</guid><description>&lt;p&gt;Performances are polymorphic actions that move or reposition actors during dialogue sequences. The sequencer triggers a performance when it reaches a &lt;code&gt;PerformanceNodeData&lt;/code&gt; node and waits for &lt;code&gt;OnPerformanceComplete&lt;/code&gt; before advancing. This async model lets multi-step actor choreography complete fully before dialogue continues. Three built-in performance types cover direct movement, navmesh navigation, and instant teleportation. Custom types can be created by extending the base class.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../../framework/cinematics/dialogue_system/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>