>>105963406The worst part about this is the lack of a dialogue manager to handle all of this. Hardcoded references to dialogue in a fuckhuge array and using comments to navigate it all manually in code is fucking insane.
It may be fine for a game which has just a dozen or so dialogue lines throughout the whole game, but not when you evidently already have at least 304.
A dialogue manager would allow you to write all of this dialogue in whatever format you want (yaml, toml, xls, dedicated dialogue formats, etc), then parse it accordingly and dynamically handling the branching, conditions, etc.