Nesting Conversations
Posted: Thu Apr 09, 2020 1:12 pm
I looked at our writers plans for dialogue and it's a pretty intense tree. Often a character is presented with 3 choices, and upon finishing one choice is given a new set of choices that includes the previous unselected 2 choices plus a new choice.
The good news is that your Dialogue System is quite capable of handling this. (He was quite impressed with the flexibility and wished all the games he worked on had used it!)
The bad news is if the choice response has even a few back and forth dialogue lines, the whole tree can get pretty unruly very quickly.
I'd love it if there was a way to have a Master Tree which contained all of the tree logic and than each node linked to a sub conversation to play once it was selected.
I figured I could do this with a custom sequencer command and just launch the new conversation and call Stop when it's done, but I'm not entirely sure how to figure out when a specific conversation ends since DialogueManager.IsConversationActive will always be true and start conversation doesn't return anything to monitor.
Thanks for your help!
The good news is that your Dialogue System is quite capable of handling this. (He was quite impressed with the flexibility and wished all the games he worked on had used it!)
The bad news is if the choice response has even a few back and forth dialogue lines, the whole tree can get pretty unruly very quickly.
I'd love it if there was a way to have a Master Tree which contained all of the tree logic and than each node linked to a sub conversation to play once it was selected.
I figured I could do this with a custom sequencer command and just launch the new conversation and call Stop when it's done, but I'm not entirely sure how to figure out when a specific conversation ends since DialogueManager.IsConversationActive will always be true and start conversation doesn't return anything to monitor.
Thanks for your help!