I like to use "Mark Options Already Used" in the Conversation Menu, because it gives the player some visual feedback on which options he's already chosen
However, in the situation where you have nested dialogues, it becomes problematical
Say (because that's what I have got) that you have a number of top level options, one of which is "Church", and underneath "Church" you have four or five other topics, some of which may be switched off, depending on what stage of the game the player is at
Suppose the player goes through all the currently available options in "Church", leaves the conversation, performs some action which will switch on one of those topics, and then returns to the conversation. The "Church" option will still appear as if it's been exhausted, even though there are now new options available within it. That's a bit cheaty from a gameplay perspective, because it appears to be concealing vital information from the player
So, if it's at all possible, I'd like to be able to dynamically modify the "Option Already Used" state for individual topics. In the example above, that would mean setting the "Church" option so that when the player returns to the conversation after having completed an action that turns on the state of one of the underlying actions, it would look like the "Church" topic hadn't been used yet
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