I am currently creating a dialogue system with C2, and the thing is this: text object works wonder, but there are something that I want to discuss.
The thing is this, I have a character that talks for about a paragraph or two, and I don't wanna fit the whole thing into one huge text object. I prefer a part of the conversation displayed at once. The character shouldn't speak the whole thing, but rather, a few sentences, with respect to the situation.
It's like I want:
"Good morning, Commander."
"Today, you have an appointment with Alex 9 AM"
"Please proceed to the meeting room immediately"
and NOT
"Good morning, Commander. Today, you have an appointment with Alex 9 AM. Please proceed to the meeting room immediately."
You see? The feeling is a bit different.
So I am thinking of two things:
1. using arrays as instance variables within text objects. I see that number, text and boolean are possible but not array. Of course, I could go with many text variables for each text object instead, but if all text objects may use or may not use all variables. This becomes problematic design-wise and is not practical. The workaround would be too bizarre.
2. create another Array object and somehow "bind" it with the text object and display it accordingly. I wouldn't mind it if we are writing some scripts here, but drag and drop events in event sheet is kinda slow, for this really. I wish I could write all the event sheet in some form of codes and not just drag and drop somehow...
I have also looked around the forums regarding dialogues, but I see that workflow-wise, I don't think I see a feasible way for creating a C2 game that is heavy on the dialogue like RPG yet...
So anybody has a word on this?