Dialogue Coding: Conditions

Tuesday, February 20, 2024 at 09:36 AM

A Unity engine scene of the U6 Fortune teller asking dialogue questions. She says Ah, I see it is true.

The fortune teller responds in the affirmative.

Above you can see a Unity engine scene of the U6 Fortune teller asking dialogue questions. In that one she says, "Ah I see it is true."

A Unity engine scene of the U6 Fortune teller asking dialogue questions. She says Ah, it is NOT true I see.

The fortune teller responds in the negative.

And then in the above image she says, "Ah, it is NOT true I see."

I'm working on being able to set and get conditions in the dialogue database. Now the game will correctly check, during certain dialogues, if certain quest flags are true or false, and send a different response (ie CanSpeakGargish, hasSubmittedToGargoyles).

In doing so I had to learn how to use method returns and string methods across c# scripts, as well as how to load an entire SQL database into a List at runtime for loading, altering, and saving.

As always my true goal is to be able to drop a screenplay into Unity and have it parse it out into proper quests along with cutscenes and dialogue. This is a tiny step toward that, since you can easily add conditional branches to dialogue in the database now.

Here's the original fb UDIC post.

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