Dialog Relationship and Minimap by Kasey Russell


this week i worked on implementing the dialog system and the relationship system to the game. i also added a minimap that is visible in the hub area of the game.  when i was working on implementing the dialog system i was unsure if i wanted to use an interface to handle the dialog, also think about how the relationship status would be updated and tracked with multiple npcs in the game. my initial thought was to have a tarray of npcs on the player to loop through and find the correct npc the player interacted with. but i felt that would cause performance issues and use a lot of memory.  the minimap was much easier as the only problem i had was when pushing in perforce certain parts of an asset would become null casuing me to reinitialize the asset correctly.

the idea i had for the dialog and relationship was to make two components and put the on the npc. the dialog would have an array of strings and the relationship would hold the statuse of the relationship with the player.  this allowed for cleaner code and less hoops to jump through while testing and debugging.

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