Character Profile

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mudukke
Posts: 73
Joined: Wed Sep 27, 2023 4:15 am

Character Profile

Post by mudukke »

I am trying to create a character profile

What I want to do is for the player to unlock a character's profile after interacting with them for the first time. After the dialogue, a notification (icon) should appear on the screen indicating that the profile is unlocked.

When the player clicks the notification, it should display the character's profile. Could this be structured as a quest, or would it be better to manage the character profiles using a database or ScriptableObjects?
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Character Profile

Post by Tony Li »

Hi,

A separate database or ScriptableObject would probably be better. To tie it into the Dialogue System, you can write a C# method and register it with Lua.

If you want a head start and don't mind learning another asset, Animmal's Ultimate Notification System may be helpful. It has Dialogue System integration. You could add a button to the notification prefab. When the player clicks the button, it could display the character's profile. However, this is only useful for showing the notification and clicking on it to show the character profile.

If you want the player to be able to open the character profile at any time, not just from the notification, you'll probably want to make a separate UI for that. That is something that you might use the quest system for. You could make a quest for each character. When the player unlocks the character, set the quest active. Or you could put all of the characters in one quest, with a quest entry for each, and activate the corresponding quest entry when the player unlocks the character.
mudukke
Posts: 73
Joined: Wed Sep 27, 2023 4:15 am

Re: Character Profile

Post by mudukke »

Thanks again Tony!
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Character Profile

Post by Tony Li »

Glad to help!
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