4:16am - Workin' in my bedroom again. Or trying to anyways. It's really tempting to just crawl into bed again or play video games. I miss being able to go to the McDonalds at night and work.
Anyways last time I made an input manager that instantiates a window when you press the submit button, bound to x. I'm going to change that a bit in preparation for integrating this dialogue system into a live game. The input manager will have a gameMode parameter that switches from some nothing state (at present) to the dialogue state. In the future this will swap control from gameplay to dialogue or menu as needed.
In my demo the x key will switch from the nothing state into the dialogue state, and then the x key will progress through dialogue windows until they end. Then it'll switch back to the nothing state and wait to do it again.
5:13am - Okay I've got it loading the dialogue from the file and putting it in an instantiated textbox. The next step would be deleting the prior textbox on key press and making another with the next dialogue portion, but I've realized a couple of problems that are swiftly coming up.
The first problem is that I'm rapidly growing the amount of the UI code in the Input Manager. I'm thinking I should move it all to a seperate Dialogue Manager that will accept input events from the Input Manager when the game is in Dialogue Mode.
The second problem is that at present, with the current font and point size, the text box can handle three lines of text. That's okay, except that when I have options to choose from, I won't know which line they're on.
I'm thinking that for now I'll make it so that the selector switches between lines 2 and 3 with the expectation that line 1 explains the choice. But I'll probably have to modify this system later.
5:28am - I'll have to do all of that later though because right now I'm drained, and I think I'm going to go play a video game. I've got a little work done and some important problems figured out. I'm making progress.
Anyways last time I made an input manager that instantiates a window when you press the submit button, bound to x. I'm going to change that a bit in preparation for integrating this dialogue system into a live game. The input manager will have a gameMode parameter that switches from some nothing state (at present) to the dialogue state. In the future this will swap control from gameplay to dialogue or menu as needed.
In my demo the x key will switch from the nothing state into the dialogue state, and then the x key will progress through dialogue windows until they end. Then it'll switch back to the nothing state and wait to do it again.
5:13am - Okay I've got it loading the dialogue from the file and putting it in an instantiated textbox. The next step would be deleting the prior textbox on key press and making another with the next dialogue portion, but I've realized a couple of problems that are swiftly coming up.
The first problem is that I'm rapidly growing the amount of the UI code in the Input Manager. I'm thinking I should move it all to a seperate Dialogue Manager that will accept input events from the Input Manager when the game is in Dialogue Mode.
The second problem is that at present, with the current font and point size, the text box can handle three lines of text. That's okay, except that when I have options to choose from, I won't know which line they're on.
I'm thinking that for now I'll make it so that the selector switches between lines 2 and 3 with the expectation that line 1 explains the choice. But I'll probably have to modify this system later.
5:28am - I'll have to do all of that later though because right now I'm drained, and I think I'm going to go play a video game. I've got a little work done and some important problems figured out. I'm making progress.