Game Dev Log #4: Almost! So close!
After my last post I had a very excited session of trying to script dialogue trees followed by a spiral of failure. I was and still am very happy with the minimal dialogue tree I was able to get working. The only issue was how minimal it was and how I was forced to rebuild it every time I made the slightest change. And because of my inexperience, I had a hard time efficiently reusing responses and prompts which meant I had these really messy if/else blocks that very quickly got out of hand. It was a mess.
Luckily for me, I had already reconciled myself to looking into dialogue assets to import from the asset store. The one I was eyeing up beforehand even happen to be on sale the day I looked into buying it. Then its been, surprisingly, only the last three days of me figuring out how to implement this new dialogue system in my existing game. Given my game is made up of very little, it’s easy for me to break it down and rebuild it. So I’ve mostly been using prefabs and example projects and then frankensteining them into what I wanted. Then they would inevitably break because of my mad scientist play, forcing me to figure out how to rebuild them. Just today I finally really started figuring out how the parts work and how to use those parts to further implement features I want.
Right now I have an almost complete prototype of ALL of the systems I want to implement in my game. And with the functionality of this dialogue system asset I imported, there are even more systems I could think about introducing.
Though nearing completion of the build reminds me that I still have a lot of content to produce, including the end game condition, I’m just excited to be making progress in an endeavor which is wholly unfamiliar to me. I’m really looking forward to the end of this in the most optimistic way.