A real conversation

Working my way toward the alpha release, one linear step at a time, I needed to first replace my skeletal dialog system with a real one, one that allows people to say different things based on, for example, how far along in the game the player has advanced. So I wrote the first part of that piece, which involved abstracting out a conversation manager, moving conversation storage to text files in the Content area, and allowing multi-person dialog. See the very first two-person conversation of the game, between the protagonist and the villain, below:

There’s a bonus camera control regression demoed at the end, there. Apparently, the last time I was in there mucking around, I inadvertently broke support for single-screen rooms, like there are a bunch of on the ship. Sigh. And here I was thinking I could get away with not touching the camera again until after the alpha.

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