Dealing with NPCs and dialogues…

Hello again. Well, these days I’ve been dealing mostly with an NPC and some dialogues. It’s actually a very simple thing, but it can be difficult to get right if you don’t want to just stop the entire game to deliver some lines.


The easiest thing to do would be to just reach a point and fire up a cinematic to deliver some lines, and then fire another short cinematic the next section, but the game will have so many dialogues I’d hate to stop the gameplay every time.


Right now the option I am testing is to have the conversation play as they walk, but there’s another issue: what happens if you, the player, decide to walk in a different direction? What if you stop walking but the other character reaches the exit, around 100 meters ahead? Will the conversation continue even if you are many meters away from each other?

I could do something a little more complex, just play the conversation when they are within a certain distance, and stop it in case they are too far apart, but that’s something that needs testing. Either way, the next update will have a first test version and then I’ll refine based on player input.

On a side note, this part has green fog. Actually the green fog and other small details are direct references to some Lovecraft stories, and I’ll add these even if they have nothing to do with the main plot. Don’t expect a Cthulhu or Dagon cameo in the game, though. I am going on a completely different direction.


A new build will come soon-ish. I’ll keep you posted. In the meantime, please join our mailing list and support the game and buy it right now on the official website, Steam or

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