Dialogue: Let's Talk About It
Today was a major design day. I started diving into the scene for the Dialogue System. Just some placeholder stuff, I'm sure I'll change things up later once things are actually in place. But for now it's a great start. I've got it setup to show the NPC's name and portrait. I've got a box for an initial greeting, and a few buttons for actions.
There's going to be more, dynamic stuff. But for now I can't really deal with that. Instead I built out a placeholder script. It has variables for the nodes I need to adjust. I updated my UI Manager to handle showing and hiding the scene too. Can't exactly test it yet, but it should work since I just copied and modified code I use for another UI element.
My next step is going to be to actually define the structure of the data needed for the dialogue system. I'll need to build out a new resource, and populate a new JSON file for my data manager to load. Oh, then I gotta update the data manager to actually load the data. Then I still have so much more to do . . .
And that's before I even get to building out what it means to be an NPC. . . And the NPC manager. . . And so much more!
Xenodochium
The future is what you make of it!
Status | In development |
Author | Munchmo |
Genre | Role Playing |
Tags | 2D, Cozy, Godot, Indie, Life Simulation, Pixel Art, Sci-fi, Singleplayer |
Languages | English |
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- A Minimal Day1 day ago
- Inventory: Now On Display3 days ago
- Inventory: Item Slots and Updates4 days ago
- Inventory: An Empty Display5 days ago
- Housekeeping: A Little Bit of Polish6 days ago
- Housekeeping: An Easy Day7 days ago
- Of Scope and Scale8 days ago
- Savegame Manager: Today is the Day9 days ago
- Interactions: Divorced Logic10 days ago
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