Chapter 5. Time to Breathe Some Life into This Town
Up until now we have been building a general foundation for our game that includes loading maps, displaying textures, persisting game state, and developing interactive UIs. At this point, we will start to develop features more specific to RPGs. In this chapter, we will explore conversation trees in order to add lore and backstory to our adventures through the land of BludBourne, and also make the NPCs more interactive and interesting. We will also look at developing the store inventory, which can be used for not only dealing with money transactions, but also as a simple trade screen with any NPC (if they have items).
In summary, we will cover the following topics in this chapter:
- Speech windows with dialog trees
- Shop store UI with items and money transactions
There is some theory that we will cover to better understand how conversation trees work and then we will quickly move to the actual design and implementation used in our game...