Devlog: Dialogue System

by | Devlog, Featured

Hey all!

I wanted to give you an update on the extensive dialogue system in development. It’s been an interesting ride getting this to a place where it’s both scalable and flexible enough for different types of games. The goal is to have a dialogue system that can handle fixed, dynamic, and even randomized conversations while all driven by data tables. Let’s dive into the progress!

State of the Dialogue System

The core of this system revolves around using data tables to store and manage dialogue. This allows for devs to access and manipulate the dialogue content and can make quick adjustments, localize text, or add new dialogue types with relative ease. This method would be especially useful for narrative-heavy games or RPGs that utilize different branches of dialogue.

One of the main challenges I’ve tackled is making sure this system can scale up without bogging down performance. Whether your game has a handful of NPCs or hundreds, the system needs to stay lightweight. 

What’s Next?

Please, if you have any suggestions on how to make this system better, feel free to reach out. We are always receptive to your opinions and want to make all systems for you to enjoy. Huge thank you to my Patreon supporters! Join them today!

Next week, we will take a first look at the First Person Module!

With kind regards,

Eric Ruts

Eric Ruts

Eric Ruts

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