terrycrews
Well-known schlogga
Do itThat foid makes me want to disembowel myself
Do itThat foid makes me want to disembowel myself
Trve, I actually didn’t even read the bread before replying thoughbeitthis project is just namefag circlejerk coal, who cares?
I bet youd like to see that, im surprised the green tranny xlitty goo stuck in your keyboard isnt making it hard to typeDo it
I wouldI bet youd like to see that
>I would
I was thinking about making a dialogue system and I do think making a custom class or a struct is the best way to go about it. Perhaps make it so every class is an encapsulated line of dialogue (or lines) with an array of references to other classes that correspond to the choices the player can make. You could store these in a bunch of Jsons and load them in as needed (could further encapsulate every conversation into it's own list of possible dialogues). These jsons could also store information used for progression and what not. I don't know python so here's a shitty diagram as an exampleIf I were you, I'd make a system that uses a custom message class, that has the text and then if it has choices those choices are defined and go to other messages. All the messages are in an array so that they can be cycled through or something like that, but when they branch off, they branch off into different arrays or different messages that reference eachother. You could use JSON or a dictionary for this, like this:
Your entire python code could then be to iterate through the json's keys, print it's text value, detect if it has choices and then ask for input, checking that the input are one of the choices, if selected, then print the other message or something like that. I could probably do a better job at it, but you should probably learn it by yourself imo.Code:{ "message1": { "text":"Hello!", "choices":{ "Who are you?":"message2a", "Fuck off.":"message2b", "Marry me.":"message3b" } }, "message2a": { "text":"The ruler of everything, ofcourse..." }, "message2b": { "text":"How rude of you!" }, "message2c": { "text":"Oh, sorry... I'm already married. To science!" } }
Congratulations retard you have invented the dialogue tree (which has never been done before)I was thinking about making a dialogue system and I do think making a custom class or a struct is the best way to go about it. Perhaps make it so every class is an encapsulated line of dialogue (or lines) with an array of references to other classes that correspond to the choices the player can make. You could store these in a bunch of Jsons and load them in as needed (could further encapsulate every conversation into it's own list of possible dialogues). These jsons could also store information used for progression and what not. I don't know python so here's a shitty diagram as an example
View attachment 47805
Want me to invent a rocket? What's your problem?Congratulations retard you have invented the dialogue tree (which has never been done before)
>Stop failquoting with your shitty children's cartoon
If you hate the way that looks you should see the prototype designs, those were even shittier than what we got geg@FartmingerFuckwadCheeseSte I've never actually watched it but I really hate that cartoons art style
You could have summarized your post in under 20 words and yet you have to overcomplicate itWant me to invent a rocket? What's your problem?
>You could have summarized your post in under 20 words and yet you have to overcomplicate it
Adhdnigger angry at something xhe didnt even need to read award awardYou could have summarized your post in under 20 words and yet you have to overcomplicate it
I could kick your ass faggot be quietAdhdnigger angry at something xhe didnt even need to read award award
I didn't overcomplicate it, I elaborated and provided a visual aid. That's the exact opposite of overcomplicating it. You can't just throw a concept at someone still struggling with OOP you genuine retardYou could have summarized your post in under 20 words and yet you have to overcomplicate it