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As for any management of text, it's just a lot of if statements checking a global dictionairy for the state of each item. Not really scalable and the code is a mess to look at, it kind of held me back from having any complex conversations. For example, I wanted you to have to quell a lovers spat between the two people, but I ran out of time trying to figure out how I would manage all the possibilities of the player talking to them in different orders.

Huh. That makes sense. I know that there are a lot of dialogue editors out there, which help you manage game dialogue: yarn spinner, twine, etc. I've never used one, but I know they're supposed to help.