Hi, there is an idea I had:
Conversation are like this:
_player_options:
name1:
text: "there is some amazing text that can be sometimes long"
name2:
text: "and still some text"_
and in the chat you have proposition:
_1. there is some amazing text that can be sometimes long
and if I choose the 1st one I have in chat:
_pseudo: there is some amazing text that can be sometimes long_
--------- what I propose ----------
To add a difference between what is in the proposition of text and the text itself
In the config it could be something like this:
_player_options:
name1:
display: "amazing text"
text: "there is some amazing text that can be sometimes long"
name2:
display: "some text"
text: "and still some text"_
in the chat it would be like this:
_1. amazing text
if I choose the 1st one:
_pseudo: there is some amazing text that can be sometimes long_
Nice one! I've also thought about this, because I've been playing the Witcher, and it's quite popular in it ^^ But I'd suggest to name it a "topic", because usually it is used so you can talk about a certain topic without the full text in the options.
But I also don't think it is really worth the efford, _if you still only say one thing_. Together with a feature where a scripted conversation goes back and forth multiple times without the player having to select everything their character says would make much more sense (again, like in the Witcher and many other RPGs)
Cool idea, like in Mass Effect, but it can't be implemented in chest GUI. I'll think of some inline text parsing, similarly to how items are specified in message text in chest.
How to implement it in chest?
The only way I think this could be done in chest:
Show the short display text by default on the items for the answer.
Then if you choose a answer by clicking on it all other answers disappear and the shown text is changed to the long version.
So you have to click a second time to get to the next question.
If no short display text is specifyed it directly shows the full text and jumps to the next question directly after click.
What about another layout?
Something like:
|npc-head| |option-1|option-2|option-3| |player-head|
OR (I think this would not be as confusing):
|player-head| |npc-head| |option-1|option-2|option-3|
So the player-head would always show what you said last.
(Just brainstorming, maybe somebody else would want it like that^^ I think it would be to confusing for my players :) )
But @joblo2213 's idea would also be a valid way to do it, it just requires more clicking and probably a more complex setup.
While mine would require less clicking, but most player won't read the full text...
I'm not sure what would be the best way to handle this
I do like the topic idea. Maybe support with the iOS that support it and just show the long version with those that don't.
Thank you for your suggestion!
We have added your idea to the _Conversation Rework discussion_ (#1116) in an effort to clean up our issue tracker.
Most helpful comment
Cool idea, like in Mass Effect, but it can't be implemented in
chestGUI. I'll think of some inline text parsing, similarly to how items are specified in message text inchest.