Workflow examples for top down game
Posted: Thu Sep 01, 2022 3:51 am
Hey Jeff,
As my game is growing, and I have more and more NPCs with their own conversations, I am starting to wonder what a 'good' workflow is to manage conversation triggers.
Currently I am following your post about multi-conversation NPCs (https://www.pixelcrushers.com/phpbb/viewtopic.php?t=878) which has been great to collect conversations together.
If I have, say, 10 different NPCs scattered around a walkable world with different dialogue options at different stages of the game, what is a way to keep these conversations in order?
What is a best practice way to manage the different triggers for when a dialogue should start?
I know this is a massive question! I am currently using variables like "hasTalkedToX" and the Actor Variable to go into a particular branch... but I can't help but feeling this could get unwieldly soon.
If you can give some tips to best practice ways, or point to me where there is documentation on growing the dialogues over time, that would really help!
Thanks again,
Dylan
As my game is growing, and I have more and more NPCs with their own conversations, I am starting to wonder what a 'good' workflow is to manage conversation triggers.
Currently I am following your post about multi-conversation NPCs (https://www.pixelcrushers.com/phpbb/viewtopic.php?t=878) which has been great to collect conversations together.
If I have, say, 10 different NPCs scattered around a walkable world with different dialogue options at different stages of the game, what is a way to keep these conversations in order?
What is a best practice way to manage the different triggers for when a dialogue should start?
I know this is a massive question! I am currently using variables like "hasTalkedToX" and the Actor Variable to go into a particular branch... but I can't help but feeling this could get unwieldly soon.
If you can give some tips to best practice ways, or point to me where there is documentation on growing the dialogues over time, that would really help!
Thanks again,
Dylan