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Thanks for the kind words!


For the questing (as in keeping track of steps taken) I have my game controller keep track of certain events and if they’ve been completed or not.

As for the dialogue, I have a JSON file that holds an array of dictionaries, these dictionaries have an ID and the beginning of the conversation has a set generic ID. Then each dictionary has an array of options and each option has an ID, which it’s presence signifies that this choice will go to another conversation stage and the actual ID value is the ID held by another dictionary back in the original array.


Sorry for the rambling - hopefully that all makes sense!