>>715333690>>715334204>>715336579Writing a proper multiple choice dialogue system isn't that straightforward, if you're doing it from scratch. I've written such things many times, for UI and games.
These are all the elements you need to consider:
1. A picture or animation of who's talking, and maybe a name tag.
2. A wall of text for dialogue.
3. Several buttons for making choices.
That's if it's fairly basic.
So you need to write some kind of function to change each of these as a data point, and something that interacts with the UI to change what you're seeing on screen. Say, set your wall of text to the new string for the next dialogue.
But you have buttons. Each button needs to lead to call some function to change the dialogue. You need to figure out how many buttons you'll use, and how to hide them when not in use. But what if you have speech checks, quest advances, number changes? Can't say x yet because y hasn't happened.
Where do those variables get stored? Is the script written directly in the IDE (retarded btw)? Is each dialogue hard coded? Because it's actually more important in how easy it is to write brand new scripts for the system, without looking at the codebase, because it's a huge time waster otherwise. This is why amateurs make such a mess of it.
Every little possibility needs to be thought about, if not the whole thing needs to be scratched and redone. But once it is, it's easy to reuse.