Nightly build 04/12/2023
Added 2023-04-12 14:23:03 +0000 UTC
Hey guys,
[MEGA] https://mega.nz/file/4x8SWIhZ#3DckIcrx1QrHWN8Nl7Ao-RBL1Bc4mL1R5OCto6g8O8A
We have made some substantial improvements to our dialogue system. This build includes:
- A refactored dialogue script class. The dialogue scripts are now in a much better shape and more readable.
- An implementation of our first gameplay variables. These variables will be essential for storing the game state related to dialogues, quests, inventory and more. They are relatively easy to use in the dialogue scripts and will make the lives of our future gameplay designers much easier. The variables are event-driven, so any changes will be instantly visible in the dialogues.
The variables are partially functional at this point, allowing us to store and load values, but multiplayer replication is not implemented yet as it is a lower priority.
To test the new variables, we modified a couple of dialogues:
- Jasmine's dialogue with the Lizardman:
- Each dialogue option under [Ask something about him] will remember if it was selected before and hide itself accordingly.
- A hidden "sarcastic" option unlocks if you ask "Do you live here" before "Did you just jerk off to the wall?".
- If "sarcastic" is chosen instead of "Did you just jerk off to the wall?", the Lizardman will remember that and make a joke when you exit the dialogue.
- [Ask something about him] shows Jasmine's and Lizardman's short lines once per dialogue session. This is an example of short term memory.
- The Lizardman talking to Jasmine:
- "We need more firewood" will not appear if the Lizardman already asked Jasmine to find firewood.
Also:
- All [Debug Animations] should work as intended.
- At any time you can Save/Load the game using F10/F9. The dialogue state should be preserved correctly.
Looking ahead, we will fully integrate dialogues into the game's ability system. This will allow the game to have a proper understanding of the current dialogue state, unlike currently where you may still see other ability keys while a dialogue is running. We will implement this in our next nightly build.
Let us know if you have any feedback or suggestions!
Alexandraus