Hey guys,
what would be the best start for a Dialogsystem with an NPC?
My NPC should have the following:
If it’s a normal NPC it should just have a Talking bubble if you “use” him.
If it’s an important NPC (Vendor,Quest) with more dialog i want the HUD to display the text and option for the player to choose.
I know how to use all the things to create this, but i want to know what would be the best way to make it easily changable. So that i only have one NPC Blueprint where i can setup the NPC to be something from above.
The NPC or important NPC difference would be with a simple boolean or an enum.
But what about making the Text and answer options?
I thought about arrays that have the possible Text Lines and Options in them (one array for text, one array for options), and on pressing the hitbox auf the options i would change the text to the next array index matching the hitboxname (it would be a number), but how can i change the Options?
I would have to save the count of the options and go through the array with a loop that has specific start and end indices…
That would be tricky to save and not so easily changeable.
Im think about an easy way to make this:
NPC has “this” as default opening text and 1 or more options to choose for the player.
If the player presses a hitbox, a new text will appear with new options that have new “function”
to change the next text or maybe leave the conversation.
Gnah, hard to explain in english >.< I just don’t want to set something up that is hard to change for every NPC that has different Texts etc.