Dialog and Quest System

An asset by miziziziz
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miziziziz
Dialog and Quest System

Basic Setup for a dialog and quest system, lets you write and store conversations and things that have happened and have them change based on your actions

Supported Engine Version
3.1
Version String
1.0
License Version
MIT
Support Level
community
Modified Date
5 years ago
Git URL
Issue URL
To write conversations, go to DialogAndQuestManager.gd and alter the CONVERSATIONS const
To start a conversation, call load_conversation on the DialogWindow scene

structure of conversation:
conversation_id: {
    list of greetings [
        {
            id: id of dialog window to show
            conditions: (optional) list of conditions that must be met to choose this greeting
            add_global_thing_that_has_happened: (optional) if this greeting is chosen, add this to the list of global things that have happened
    }
    ]
    dict of dialog windows {
        id of dialog : {
            dialog text to show,
            responses player can choose [
            {
                text: text to show for this response option(can wrap to multiple lines,
                switch_to: id of dialog window to switch to if this option is chosen
                close_dialog: (optional) closes dialog window if chosen
                add_global_thing_that_has_happened: (optional), adds this to list of global things that have happened
                add_local_thing_that_has_happened: (optional), adds this to list of local things that have happened
                conditions: (optional) a list of conditions that must be met to show this response option
            }
        ]
    }
}

Conditions can be prepended with ! to mean that the condition must not be met.
Conditions will be check against both local and global lists of things that have happened.
The local_list_of_things_that_have_happened can be used for events local to a conversation, e.g. if you must ask
questions in a specific order to get to a certain dialog window and exiting the conversation means starting over.

To use this system for quests, just add things to the global_list_of_things_that_have_happened whenever something 
interesting happens, e.g. "killed_all_rats", and use the conditions_met or is_condition_met methods to check if 
the player should recieve a reward or have access to an area.

Basic Setup for a dialog and quest system, lets you write and store conversations and things that have happened and have them change based on your actions

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Quick Information

0 ratings
Dialog and Quest System icon image
miziziziz
Dialog and Quest System

Basic Setup for a dialog and quest system, lets you write and store conversations and things that have happened and have them change based on your actions

Supported Engine Version
3.1
Version String
1.0
License Version
MIT
Support Level
community
Modified Date
5 years ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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