Tobriand
Well-Known Member
Just wondering if there's a possibility of implementing branching conversations, ideally beyond yes/no which could be especially useful for, say, adventure games done with it (or at least, RPGs with an emphasis on adventure). In the most imple sense (yes/no) you could simply create a new option in the dialogue setup called "question?" for a particular sentence, which follows it with yes or no, and resets the trigger to something else dependant on the result before automatically re-talking.
i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.
i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.