January 4th/5th: Storytelling

So after a nice long walk, I decided that I’ve been kind of overthinking some of this dialogue system stuff. I think it should be totally feasible to create all of the game story and dialogue as a set of entities with text/voice behaviors, and that their playback functionality can be pretty easily handled with the existing entity status saving functionality along with a bare bones global flag setting/reading behavior. I roughed out a behavior for the dialogue system and a behavior to create harvestable entities, which will also track their harvested status and do something or other based on that. It turns out the magic was in me all along, I guess.


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What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.
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