
Originally Posted by
LordNelson7
I've almost completed the character menu and the quest system. I will upload a video of both in the next few weeks. I improved my dialogue system, so now right after the dialogue begins, there are several boolean and integer variables that are checked for their value. If their value is equal to a certain value, this dialogue option is presented.
So the value of the variables determines which dialogue options you will get. This is very important, as you would not want the same dialogue options presented every time you begin dialogue with a NPC.
For example, the first time you meet a NPC he will say something such as, "Hello, its been a while since I've seen someone walking these roads", but you wouldn't want this NPC to say it again, because it wouldn't make much sense, so you set a boolean variable to be checked determining whether or not that NPC has been talked to.
The way I have it set up is in Kismet, but modfying an UnrealScript variable, such that I can save the value of that variable in a save-game system.
The Character Menu-
When you kill enemys, complete quests, do special actions, or other stuff, you gain experience. When you gain enough experience, you gain levels. When you gain levels, you gain Character Points.
You can spend these points on attributes such as Strength, Dextrity, learning new things(such as new schematics), and new(or improving existing) skills.
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