In this chapter, we learned the fundamentals of a conversation graph, ConversationGraph
, and then implemented one for our game. We also implemented a store inventory, StoreInventoryUI
, which can be used for trade amongst the NPCs. Finally, we developed a way to trigger events from the conversations themselves.
In the next chapter, we will begin to explore quests for BludBourne, including creating quests, enabling NPCs to give quests, handling triggers and events for quests, and giving quest rewards.