Quote: Original post by reapfyre
The only problem I have is figuring out which answers should be displayed in the conversation menu..
A player may have 50 Answers in his file, 10 are for a specific NPC who he's talking to right now.. How can I limit those 10 down to 3 or 4? Note that any new Answers he 'learns' from the NPC he should beable to say straight away.
So either in the Code or in the database I need to beable to pick 3 Answers the player can say, that aren't just randomly picked from the database, and that are somewhat intelligent answers..
This (for me) was a problem with Morrowind - that you ended up with a multiple choice list that contained far too many topics and then when you choose most of them the NPC would respond with a generic and uninteresting response.
Personally I've opted for using a variation on the standard dialogue tree model, but alternatively why not try setting a priority / level of importance for every answer or conversation topic. Then when you meet the NPC with a lot to say the most interesting topics are chosen ... and if the NPC has nothing to say you still have the more generic chatter. Only potential problem is that you would need to be careful to make sure that important information is not filtered out and not made available to the player (I imagine this could be a real problem if one NPC is very central to the game and has a lot of important topics to talk about).