Need Architecture Suggestion - Cards/Poker Game
Posted: Wed May 28, 2025 9:59 am
Hi, I would love some DSU architecture advice please, first time using the asset. I believe my system is quite simple, and I see that most of the tutorials are aimed towards many complex dialog trees with many actors, which is not my use case.
Context: Poker/card-based title, single player.
Core goal: Dialogue similar to "Poker Night at the Inventory." / "Poker Night 2". This means:
* Frequent, contextual barks from AI opponents (barks if they have high chips, are winning, etc)
* Character-specific banter and interjections that reflect personality.
* Dialogue triggered by game logic events rather than traditional NPC interactions -> For example, if a AI NPC is a bluffer, he will taunt the player based on the cards he have.
I'd love if you could offer any high-level architectural advice or point towards specific DSU features/patterns/HOWTOs you'd recommend for structuring such a system. Mostly:
* Efficiently triggering many small, event-driven dialogue lines/barks (based on cards, odds, chips, state of the game, etc)
* Managing conditions based on numerous game variables (player stats, current game phase, etc.).
I'm looking at features like Signals and Lua conditions, but any guidance on how to best combine these for a "Poker Night" feel in a complex poker environment would be great.
I thought about having a huge database and calling all barks using DSU signals, not sure if it's a dumb idea.
Thank you!!
Context: Poker/card-based title, single player.
Core goal: Dialogue similar to "Poker Night at the Inventory." / "Poker Night 2". This means:
* Frequent, contextual barks from AI opponents (barks if they have high chips, are winning, etc)
* Character-specific banter and interjections that reflect personality.
* Dialogue triggered by game logic events rather than traditional NPC interactions -> For example, if a AI NPC is a bluffer, he will taunt the player based on the cards he have.
I'd love if you could offer any high-level architectural advice or point towards specific DSU features/patterns/HOWTOs you'd recommend for structuring such a system. Mostly:
* Efficiently triggering many small, event-driven dialogue lines/barks (based on cards, odds, chips, state of the game, etc)
* Managing conditions based on numerous game variables (player stats, current game phase, etc.).
I'm looking at features like Signals and Lua conditions, but any guidance on how to best combine these for a "Poker Night" feel in a complex poker environment would be great.
I thought about having a huge database and calling all barks using DSU signals, not sure if it's a dumb idea.
Thank you!!