Spoiler: show
That's the ability to save more than a single savegame. That's what i spent my day on. Multiple save files are gooooo
Seriously, saving/loading is one of the toughest things to figure out in Godot. Everybody can attest to that.
Rikku159 wrote:This is giving me Hello Charlotte vibes and I am all for it.
Looking forward to the first release!
jaggedjagd wrote:Update: I spent the last 3 days reworking my dialogue system.
I removed a LOT of Global reliances, dialogue now relies on a local state machine instead. Which is infinitely more manageable than the abomination of a spaghetti system i had previously. >:T Heeey, did you know if you put a reference to a dictionary into a variable, and then clear that variable... that clears the original dictionary too? HAHA, i learned that the hard way.![]()
ANYHOW.
What i accomplished with all this:
- You can skip the scrolling of text with a button press to show the entire text.
- I can add custom responses for special events + change events & the behavior of NPCs according to the response you choose.
Basically what this means is, i can have dialogue puzzle. Oh yeah. Dialogue puzzles. Eeeverybody's faaaavoriteeee
A small test example i did is this interaction, where the house will not let you enter unless you respond with ellipses several times.
Oh yeah, houses can talk. They're like organic robots. And they look like ammonites and other sea creatures. Why? Cuz it's cute.
Rikku159 wrote:Ah, the classic "myThing = differentThing" instead of "myThing = new thing(differentThing)" coding dilema. A classic.