Usefulness of buying Quest Machine and Love/Hate
Posted: Tue Mar 12, 2019 1:47 pm
Hi Tony,
I bought your asset "Dialogue System" for unity, and I'm totally sold. It's by far my best investment. That's why I have total confidence in your opinion.
I hesitate to buy your other asset : Quest Machine and love/hate.
I could try them, but it might take a little time to implement them correctly in my game....
What I want to do is quite simple in fact, and maybe these assets are overkill. For quests, I just want a quest journal, and a quest manager that is easy to implement. I don't really need Procedurally-generated quests. Therefore, it is true that Dialogue System could be totally appropriate. But if it saves me a few hours of work...
For Love/Hate.... I don't understand how I can use it because I don't really have a very advanced AI. What I would like to do is an affinity score. It will determine the responses of the NPCs. This affinity score could be modulated according to the player's answers, the success or failure of quests and so on. I had the idea to create a variable for each NPC into Dialogue system,
But I wonder if Love/hate wouldn't be more appropriate and if I would gain performance in the long term.
My English is far from perfect, don't hesitate to reformulate if necessary.
Best regards,
Eleusis.
I bought your asset "Dialogue System" for unity, and I'm totally sold. It's by far my best investment. That's why I have total confidence in your opinion.
I hesitate to buy your other asset : Quest Machine and love/hate.
I could try them, but it might take a little time to implement them correctly in my game....
What I want to do is quite simple in fact, and maybe these assets are overkill. For quests, I just want a quest journal, and a quest manager that is easy to implement. I don't really need Procedurally-generated quests. Therefore, it is true that Dialogue System could be totally appropriate. But if it saves me a few hours of work...
For Love/Hate.... I don't understand how I can use it because I don't really have a very advanced AI. What I would like to do is an affinity score. It will determine the responses of the NPCs. This affinity score could be modulated according to the player's answers, the success or failure of quests and so on. I had the idea to create a variable for each NPC into Dialogue system,
But I wonder if Love/hate wouldn't be more appropriate and if I would gain performance in the long term.
My English is far from perfect, don't hesitate to reformulate if necessary.
Best regards,
Eleusis.