Dialogue System: Talk About It


I'm continuing my work on the dialogue system. Today I'm working on "talking points". These will be simple dialogue responses the NPC can make to player inquiries. It's pretty cool, now that I've built out a lot of the more complicated systems, that I'm actually doing my own coding. Well, I'm doing a lot more of the coding myself now compared to before when I was building out the more complex stuff.

I've been chatting with Gemini, to get an idea of the best way to approach certain things, but it hasn't been writing my code yet today. Of course, after typing that out, I find myself needing to have Gemini write me an object pooling script. I could probably muddle through it myself, but it's so much easier to have the AI write it for me.

But I'm not gonna do that yet. Let's talk about what I have done! My dialogue system opens and closes. There's a portrait that updates depending on the NPC you're talking to. And a name updates according to the NPCs name. There's a random greeting, depending on the option of the NPC. There will eventually be some sort of conditional greetings, but for now they don't work. I have a button that opens my "talking points" but the talking points themselves don't show. I do have a button that will return to the previous screen. I have a button that closes the dialogue system, and it will close when you press the escape key.

There's still more to do though, and most of it won't be too complicated. Right now the object pooling for my talking point buttons is going to be the hardest part, but even that should be pretty easy with Gemini's help. I feel like I'll work through that tomorrow though. I've actually accomplished a lot today, even though it may not seem like it.

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