Implementing minigames/alternative menus
Posted: Sun Oct 13, 2019 1:42 pm
Hey guys!
I just started using the dialogue system, and I'm loving it so far. A lot of potential it seems!
Anyway I am struggling a bit with figuring out the best approach to inserting other interactive elements between nodes.
Here is the general idea:
DialogueNode -> CustomInteractiveSelectionMenu -> [Condition x] Dialogue Node
-
A more in depth description:
The player talks to an NPC:
They get into a choice dialogue:
They then enter a Beer selection menu:
After the selection has been made, the dialogue will continue based on what was selected:
--
I have a standalone manager for the Beer selection which has an entry and an exit which invokes either an OnCancel event or an OnSelected<Beer> event
I'm just having trouble figuring out how to tie it all together with the dialogue system.
Here's my current thinking:
-Run a LUA command that opens the panel and sets a "waiting for selection" variable
-When selected, set the "waiting for selection" to false, and a "beer taste result" variable to Nice,Average,Bad, Special1...etc
-Tell the current dialogue node to complete
I'm not sure if there is a better/easier way and would love some suggestions!
Thanks so much!
I just started using the dialogue system, and I'm loving it so far. A lot of potential it seems!
Anyway I am struggling a bit with figuring out the best approach to inserting other interactive elements between nodes.
Here is the general idea:
DialogueNode -> CustomInteractiveSelectionMenu -> [Condition x] Dialogue Node
-
A more in depth description:
The player talks to an NPC:
They get into a choice dialogue:
They then enter a Beer selection menu:
After the selection has been made, the dialogue will continue based on what was selected:
--
I have a standalone manager for the Beer selection which has an entry and an exit which invokes either an OnCancel event or an OnSelected<Beer> event
I'm just having trouble figuring out how to tie it all together with the dialogue system.
Here's my current thinking:
-Run a LUA command that opens the panel and sets a "waiting for selection" variable
-When selected, set the "waiting for selection" to false, and a "beer taste result" variable to Nice,Average,Bad, Special1...etc
-Tell the current dialogue node to complete
I'm not sure if there is a better/easier way and would love some suggestions!
Thanks so much!