Best Approach for a Story Manager That Dynamically Changes the Game World

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EntertainmentForge
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Joined: Sun Nov 29, 2020 8:50 pm

Best Approach for a Story Manager That Dynamically Changes the Game World

Post by EntertainmentForge »

Hey Tony,

I am working on my story manager system, which is in charge of the state of the world and all events/scenes in my story-driven game. I wondered if there is a standard way of doing this using Dialogue System or if there's another asset that integrates with it.

For example, how Disco Elysium changes the world and plays tons of different dialogues and scenes with the same characters depending on the day, time of day, player actions, etc.

I just wanted to check if you know if there is a standard way, or an asset that integrates with yours, or perhaps if your asset can be used for it. If you’ve heard what solutions more complex games that used your asset have implemented, I’d love to know.

By the way, I see that you have a quest system, but I figured it's meant for more straightforward situations, like simpler quests in World of Warcraft, rather than an overall system that controls the state of the world. But correct me if I'm wrong.

Thank you!
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Best Approach for a Story Manager That Dynamically Changes the Game World

Post by Tony Li »

Hi,

You can use the quest system to manager the world state if you want. Disco just uses a ton of variables. Tip: Include "." in variable names to group them into submenus, and to show them in separate foldouts in the Dialogue Editor's Variables section.
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Tony Li
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Re: Best Approach for a Story Manager That Dynamically Changes the Game World

Post by Tony Li »

Glad to help! If other questions come up as you dig into this, please let me know. The Dialogue System is used in many big RPGs with lots of state to track.
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