Godot Version
Godot 4.6.1 (F+ Build)
Question
Howdy y’all! I am looking for advice on how to organize large amounts of callable dialogues. I’m working on a strategy-based social game (think harvest moon or tokimeki memorial - ish), which will involve a ton of cut–away dialogue instances in different game locations. I can give each dialogue scene a unique string and call to that in my code to play the cut-away dialogue scene, no problem. My issue is how to organize so many different variables and instances of dialogue!
I need to be able to:
- Call the strings from a list (so probably an array with “find()”), including “random” RNG ones based on certain variables
- Keep track of what strings I’ve called, and prevent some from being called a second time
- Call certain strings based on a calendar system I’ve implemented.
An example of my dilemma below. Each of these are different dialogue instances I theoretically need to call.
School Dialogues:
1. Meeting Alice (random chance, first interaction w/ Alice only)
2. Meeting Bob (random chance, first interaction w/ Bob only)
3. Meeting Cindy (random chance, first interaction w/ Cindy only)
4. Random Event with Alice 1 (any friendship, any time after first meeting)
5. Random Event with Alice 2 (any friendship, any time after first meeting)
6. Random Event with Bob 1 (any friendship, any time after first meeting)
7. Spring 15th Event Dialogue - REPEATS YEARLY
8. Heart Lvl 2 Event with Cindy (var: at least Lvl 2 Friendship)
9. Random non-NPC event where PC participates in class - REPEATS
10. Fall 15th Event Dialogue IF var Alice >= Lvl 5 Friendship
11. [etc]
Park Dialogues:
1. Heart Lvl 3 with Alice (var: Lvl3 Friendship only)
2. [etc. across several locations - you get the picture]
ANY advice you might have is incredibly appreciated.