Search found 8 matches
- Fri Jul 15, 2022 4:05 pm
- Forum: Quest Machine
- Topic: Moving back to a previous quest node
- Replies: 1
- Views: 380
Moving back to a previous quest node
Hello! Let's say I have a quest to collect 5 rocks. I do so and the quest moves to a "Return to Quest Giver" node. But then I lose a few rocks. Is there a correct way to move back to the previous "collect rocks" node state? My alternative at this point is to add a "All Paren...
- Mon Dec 07, 2020 10:58 am
- Forum: Dialogue System for Unity
- Topic: Removing specific savers from the save data
- Replies: 3
- Views: 214
Re: Removing specific savers from the save data
That gets tricky because it's a group of scenes, not a single scene. To use a current popular game as an example think of something like Hades (except you can move back to scenes you already cleared). I need to be able to save the state of multiple "temporary" scenes, and then clear that d...
- Sun Dec 06, 2020 10:58 pm
- Forum: Dialogue System for Unity
- Topic: Removing specific savers from the save data
- Replies: 3
- Views: 214
Removing specific savers from the save data
I have a series of scenes that are randomly generated when the player enters them. To do this I use a mix of static objects that are created on entry from prefabs (so they have Unique Saver Keys applied) and a bunch of Spawned Objects with Spawned Object Savers attached. Saving and Loading these sce...
- Fri Apr 10, 2020 5:24 pm
- Forum: Quest Machine
- Topic: Using the Quest Machine UIs with the Dialogue System Integration
- Replies: 8
- Views: 1826
Re: Using the Quest Machine UIs with the Dialogue System Integration
Actually... now that I'm toying around a bit more, maybe using the Dialogue System to start the conversation is best. I'd like to give the player the option to choose between just talking or choosing quests, but the QuestMachine function will jump straight to the quest dialogue. Would it make sense ...
- Fri Apr 10, 2020 5:04 pm
- Forum: Quest Machine
- Topic: Using the Quest Machine UIs with the Dialogue System Integration
- Replies: 8
- Views: 1826
Re: Using the Quest Machine UIs with the Dialogue System Integration
Hey Tony, I am actually seeing weird behavior that I can't debug. When using the QuestGiver.StartDialogueWithPlayer(), the menu panel isn't being swapped to the custom panel I made for accepting or declining. It works correctly if I start a conversation with the quest giver using the Dialogue System...
- Wed Apr 08, 2020 7:02 pm
- Forum: Quest Machine
- Topic: Using the Quest Machine UIs with the Dialogue System Integration
- Replies: 8
- Views: 1826
Re: Using the Quest Machine UIs with the Dialogue System Integration
Hey! A quick update on this: Firstly, I bought the two packages. I was going to eventually anyway and I wanted access to the source code to see what my limitations are. Thanks a ton for whipping up that example! I see what you did to make it work, so I'm replicating it to fit our UI. For reference, ...
- Sat Apr 04, 2020 9:10 pm
- Forum: Quest Machine
- Topic: Using the Quest Machine UIs with the Dialogue System Integration
- Replies: 8
- Views: 1826
Re: Using the Quest Machine UIs with the Dialogue System Integration
Thanks for the quick response! I should have been more clear - I have the integration working perfectly so I think the first two are taken care of already, I just reiterated in order to describe how I'd like a player's interaction from start to finish to be. Creating a single Dialogue System menu to...
- Sat Apr 04, 2020 7:08 pm
- Forum: Quest Machine
- Topic: Using the Quest Machine UIs with the Dialogue System Integration
- Replies: 8
- Views: 1826
Using the Quest Machine UIs with the Dialogue System Integration
Heyo! I'm trying out both the Dialogue System and Quest Machine for the follow-up to our last game, having switched to Unity. I'm loving the features of each individually, and I have both conversations and quest machine quests set up independently. Today I finally integrated the two systems and it w...