jackmakesthings / game-dev

return False; an experiment in AI and decision-making, via Godot Engine
GNU General Public License v2.0
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dialogue ui: set/save a flag for dialogue branches that have already been explored #45

Open jackmakesthings opened 8 years ago

jackmakesthings commented 8 years ago

This is one part of what may need to be a larger issue about creating "in between quests" dialog trees - need to think about the best way to handle that. Maybe in-between states are treated as their own quests. Should be able to prototype this regardless of implementation, though.

via dean, in a document about what should be stored in a savefile:

Exhausted dialogue options. Stuff the player already talked to them about, but they can reopen that branch of the dialogue tree if they want (perhaps to try again with a newly-acquired skill, or to refresh themselves on important information). The text should be a darkened color, but different from unavailable options.