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Just chatting with a Sign

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I've been battling with the dialogue system for a while here. I have repeatedly overthought the problem. So, thinking I need one less headache I bought a dialogue package off the store. I used it for a bit and realized it had way more than I'll ever need or want to use. I'm trying to enjoy myself developing and don't want to spend a bunch of time learning someone else's system.

I'm sure it is great, I'm not going to spend this update complaining about it. Instead I want to talk about what I've got setup so far! We now have a dialogue system that can handle branching narratives. It also supports conditions for displaying information with a fallback message. So if you are expected to collect say 10 apples and you only have 9, it'll display the message telling you that you are shy some resources.

This does make me realize I'll want to figure out something for things like showing how many items remain in a response message. But perhaps we just won't do that. Not everything needs to be dynamic. I'll keep it in the back of my mind though.

 I haven't hooked it up yet, but we'll have support for multiple possible messages too. This is needed for quests or situations where you have a few incomplete conversations to have with an NPC. What I haven't worked out is having truly random visitors that would have their own random dialogue. But I'm also thinking I'd rather craft each of the visitors that can come.

Keeping this personal is a much better path to take. Tomorrow likely I'll test out the fallbacks and then I'll look into doing a few fun conditionals for the sign. This is our debug buddy and it would be nice to see how a Dr. feels about apples.

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