Working with Branching Dialogue
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Join Date: Dec 2007
06-06-2012, 01:17 AM
I implemented something similar in my mission, "Komahashi Maru", where the player has to complete several tasks before they are able to bring down a forcefield that was locking them in Cargo Bay 2. I used a single NPC, Commander Rem Brott, to help the player keep track of the tasks they still need to complete.
This was achieved by giving Rem Brott a default prompt. Each dialog branch is associated with a specific task. So if there are 6 tasks, there will be 6 dialog branches. As the task becomes active, the associated dialog branch becomes visible and when the player completes the task, that dialog branch becomes invisible. I thought it worked out quite well and is an intuitive way to help the player keep track of the tasks.