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This question was closed Nov 19, 2014 at 06:16 AM by Landern for the following reason:

Too subjective and argumentative, take it to the forums for an open discussion: http://forum.unity3d.com/

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Question by Drexx · Nov 19, 2014 at 06:15 AM · dialogue

Mass Effect-like Dialogue: Written with Numerous GUIs or within Script?

Hello,

I'm making a topdown game that centres around dialogue trees. I developed a small prototype using numerous GUIS to express each branch. As you'd imagine, this led to a lot of GUI panels. Now that I'm working on an alpha, I'm wondering, is this the best way to go about dialogue trees?

I hear you can rewrite the text in a GUI by using script. That sounds possibly better, but what if I wasn't sure on the sizing of my buttons and such? Sounds like polishing could be hard...

How should I go about this? And if through script, how would that be written?

Also, bonus question--how would I program the arrow keys to highlight a dialogue choice so 'Z' would activate it (if there are always two choices beside each other and holding the 'left arrow' would highlight the first choice for example)?

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avatar image tanoshimi · Nov 19, 2014 at 06:55 AM 0
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Why reinvent the wheel? http://www.dialoguer.info/

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