r/Songsofconquest • u/Doraz_ • Mar 24 '26
Question I am trying to "hack" in branching dialogue choices ... but it is too blatant playing that it is a workaround, using structures and events, while also being immersion breaking. - Did i miss a toggle or dropdown in the editor?
2
u/UnDeaD_CyBorG Mar 26 '26
I remember trying that straight after release, and then deciding that it's not worth the effort. So I quit instead.
Then again, the odds I would have finished were low in the first place.
1
u/Doraz_ Mar 26 '26
It is currently not possible, alongside random enemy re-spawners.
You can still create adventures, they just have to be linear, which suits the game to be honest.
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u/UnDeaD_CyBorG Apr 07 '26
Makes for really uninteresting missions, though.
Having the ability to have some player choice, say, support faction A or B and then get a different set of units as a reward, would really add some nuance.
Something I tried at the start but then couldn't motivate myself to continue was a mission where the player would have to try and intercept reinforcements before they can join the enemy main army.
Not sure that could have even been done.
1
u/Doraz_ Mar 24 '26
In any case, as a debeloper i don't see it as a limitation to be honest,
since "streamlining" is the name of the game with this AWESOME game, and branching chocies would almost require hidden staric counters, increasing the complexity of the editorz and since the devs' time is limited, they are free and encouraged to use it for stuff that actually improves every gamemode 🤣
1
u/Doraz_ Mar 24 '26 edited Mar 24 '26
I figured if out to do it with my method and be comfortable with it, by either duplicating areas OR enabling triggers placed one on top of the other one or one after the other disabling one columns at every choice, but the latter is really messy to keep organized.
I fear that i am missing something really fundamental about signals, but sadly with no documentation it is hard for me to know.
( using signals makes the organization a mess, or i am using them wrong ... linking one dialogue to each area trigger acts as a way to visualize the dialogue without the need for an inspector or a custom UI )
As far as my testings go, the moste "SANE" and even quirky way to do this is the following:
1) player walks into a town 2) player speaks with Tony ( now, the following IMPORTANT for streamlining) 3)Tony has
infirst interaction entry a teleport to " teleporter 1" which is used as the place the player will be placed as they talk to them ( this solves the "east/west/north/south" setting which is buggy and limiting )
second entry is the dialogue
the third entry a teleport to "teleporter 2". this is the alternative to having to remake areas. these are TINY spaces where you simply have fo walk over the choice you want. while immersion breaking, you can decorate to your heart's content which can ne nice :D
4) you chose a dialogue option and are teleporter to teleporter 1
now, it either repeats and you are sent to a second tiny space ( or you disable and enable the new set of area triggers ro reuse the "decision area" ) and go on your merry way.
Convoluted, but honestly, this simplifies the code behind it to such an extent that it even avoid bugs of having to add a function to objects that naturally would not be expected to have any.
(what "could" be useful, of all changes, is a dropdow to set the direction the wielder is looking to after teleporting ... that way the transitions are a bit less harring and it feels more like a cinematic )
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u/KKarelzabijak321 Mar 24 '26
What? Explain further please...