Hello.
I am following along the Unity Dialogue & Quests tutorial and I am around 31% done through the course.
However, I will in the near future have to work on a dialogue system that will have to account for external factors.
One of the systems that was discussed for instance was having the dialogue options at least partially change according to the standing the player has with the person they are talking to, as well as changing according to their previous history with the player.
My question is, will this kind of approach with Scriptable Objects work under these circumstances?
The way I could see it working would be to have additional fields for your likability and special events that unlock certain pieces of dialogue, but I am not sure if at that point it would just be easier to stick with creating a simple script that holds a list of the pieces of conversation, then creates a composite text according to the context.
It could be that I’ll figure this out as I go forward with the course but I figured it would be nice to check if someone has an idea on which approach would be better to take.
Thank you for your time!