Multiple simultaneous conversations of the same type
Posted: Tue Nov 22, 2022 8:43 pm
THE GOAL SIMPLIFIED:
To have a room full of NPCs, all having conversations (one-on-one conversations), multiple of which can be having the same conversation, but because of generated character data the path of the conversation turns out different for each. So imagine if there was only one conversation: a series of questions about the characters favorite color, music, book, etc. The answer would be different for each, but they're all having that same conversation. You may even imagine a super primitive version of this in which the initial moment the conversations start, half of the room simultaneously says "So what's your favorite color?" but then the reply from the other half is varied "Blue" "Red" "Yellow".
ADDITIONAL DETAILS:
These characters are generated at runtime. There would be multiple conversations other than "favorite things", so something like "what did you do today?" and "tell me about your family" might be other conversations that could be had-- still imagine that several NPCs are having all these same conversations simultaneously.
WHAT I HAVE SO FAR:
I've managed to setup the "bubble template standard UI subtitle panel" just fine, shockingly straightforward. So I can see two NPCs having a conversation.
WHAT I'M STUCK ON:
But as soon as I duplicate those NPCs, I realize the conversation can only be had by the first set of NPCs, and not by the second set.
Is this possible? Also it's important to note that I'm a PlayMaker dev. I have some basic C# skills and may be able to craft a custom action if needed, but am hoping this is achievable with the stock actions shipped with DialogSystem.
Anyone who took their time to read and consider this, I appreciate it very much. Thank you!