A while ago before i got sick I made a thread, it might even still be on the front page but its quite old and i wasn't 100% sure on the necro cut off point. It requested assistance creating a dialog system and listed the requirements. This post gave me some resources to use for myself. After experimentation with those resources and hitting the brickwall of the sample projects not running, failing to setup even with written instructions and not being 100% certain they even fit my needs in the first place I decided I would branch out and do it myself.
I am using a simple linear dialog system now which starts a dialog, allows the user to continue through it, then end the dialog as well as create different dialog chains for different NPCs.
What my goal is now, is to add the branching to that.
To accomplish this my goal is to store different dialog "Chains" as individual components on each NPC, and then when wishing to prompt a choice actually end a chain and begin another.
My question is, since i am running a blank on it in my head lately, what is the most efficient way to prompt those choices? Detect when a dialog is being called to end and sort via DialogID to determine the parameters that need to be added to the present choices method? If i do perform it in this way, will the number of dialog classes on each NPC create any form of performance problem? Please point out any blatant flaws in my logic or offer improvements that can be made before i begin production.
Attaching an image to aid my explanation since I might be spouting nonsense in my post-illness semi-stupor
Thank you.