EDIT: I've actually solved the below issue by using custom events to handle all the different dialogue options rather than have it all in one huge screed. I thought I'd leave the post up in case it's useful for anyone else to see it but if any mods would prefer it be deleted don't hesitate to let me know
Thanks!
Hi all,
I'm making a text-based game where the story is told in branching narratives using menus for dialogue options.
The best way I've worked out for having the dialogue branch out is to "nest" the dialogue trees inside the menu options. A small example is below:
on interact do
stop
sound "crackle"
say "Hello? Does anyone copy?"
wait 0.1 then
menu at 6,10,10,3 then
option "Copy" then
say "Copy."
wait 0.1 then
say "Good, you're still there. We lost you for a few moments!"
wait 0.1 then
menu at 0,10,24,3 then
option "Repairs" then
say "I had to make some quick repairs"
end
end
end
end
option "I'm here!" then
say "I'm here"
wait 0.1 then
say "Phew! We didn't think anyone survived!"
end
end
end
end
end
The problem I've come across is that when the code is expressed like this, the second menu option ("I'm here!") doesn't appear in the menu. It works fine if I just have the two menu options with nothing in between, but if I include:
say "Copy."
wait 0.1 then
say "Good, you're still there. We lost you for a few moments!"
wait 0.1 then
menu at 0,10,24,3 then
option "Repairs" then
say "I had to make some quick repairs"
end
end
end
Then when I run it only the first option ("Copy") appears in the menu. Is there a fix here or am I going about this completely wrong? I did think about using Ask instead of Menu but the character limit on ask is going to become a problem further down the line.
Thanks for any advice!