- Sep 24, 2019
- 1,181
- 2,082
They don't offer a simplifieddialogue branching system, but it's super easy and fast to set up dialogues.haven't played the game in a long time. Is there an actual dialogue branching system with plot flag system, or are you talking about programming it from scratch using the logic props, if thens, variables? Programming all that with the logic props is a royal pain in the ass, not worth the time. I prefer a more managed approach that involves zero programming. If I'm gonna program, I 'd prefer to just edit the games blueprint source code.
So let's say I have a character called Jenny, and she says something like "Do you want to stay at my place?".
You'd add this text with a speech bubble (with or without the bubble surrounding the text, depending on your taste), then you'd put "Y" and "N" under that speech box and create two input scanners. For the Y one you then create the events that happen when you stay at her place, and for N you create the other outcome.
The player would then easily at that point just hit Y or N and experience the story based on his decision, no complex branch needed!
If it's supposed to get more complex, there is also the "else if" function that checks variables, so you could let a player only enter a building or get a character to do something for him after he has achieved whatever you make as an condition for that.
It's not a super clean and easy UI to work with, but still very practical I find. I use it a lot and it's pretty fluid and straight forward without many surprises, just a bit fiddly sometimes, but not so much that I'd find it unenjoyable or annoying.