Best Approach for a Story Manager That Dynamically Changes the Game World
Posted: Wed Jan 29, 2025 11:00 am
Hey Tony,
I am working on my story manager system, which is in charge of the state of the world and all events/scenes in my story-driven game. I wondered if there is a standard way of doing this using Dialogue System or if there's another asset that integrates with it.
For example, how Disco Elysium changes the world and plays tons of different dialogues and scenes with the same characters depending on the day, time of day, player actions, etc.
I just wanted to check if you know if there is a standard way, or an asset that integrates with yours, or perhaps if your asset can be used for it. If you’ve heard what solutions more complex games that used your asset have implemented, I’d love to know.
By the way, I see that you have a quest system, but I figured it's meant for more straightforward situations, like simpler quests in World of Warcraft, rather than an overall system that controls the state of the world. But correct me if I'm wrong.
Thank you!
I am working on my story manager system, which is in charge of the state of the world and all events/scenes in my story-driven game. I wondered if there is a standard way of doing this using Dialogue System or if there's another asset that integrates with it.
For example, how Disco Elysium changes the world and plays tons of different dialogues and scenes with the same characters depending on the day, time of day, player actions, etc.
I just wanted to check if you know if there is a standard way, or an asset that integrates with yours, or perhaps if your asset can be used for it. If you’ve heard what solutions more complex games that used your asset have implemented, I’d love to know.
By the way, I see that you have a quest system, but I figured it's meant for more straightforward situations, like simpler quests in World of Warcraft, rather than an overall system that controls the state of the world. But correct me if I'm wrong.
Thank you!