Project Is a Shlog Friendship Simulator a gem or coal idea?

>I would

danfist.png.jpg
 
If 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:
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!"
    }
}
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.
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
can a woman comprehend this question mark.png
 
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
Congratulations retard you have invented the dialogue tree (which has never been done before)
 
Hello, this is Terry’s mother and legal guardian. You will desist in indoctrinating him into the “alt right” and trying to “crack him.” That is a form of cyber bulling. You will be blocked and reported to soyjak.blog. This is your only warning; the next call I make will be to the Fnfobsessedniggerpedo fun hotline.
 
You could have summarized your post in under 20 words and yet you have to overcomplicate it
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 retard
 
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