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updated soul food with a bit on optimisation
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_posts/2019-11-01-soul-food.md

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@@ -77,6 +77,8 @@ Considering asset creation when deciding the scope of the project is also pretty
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A more robust dialogue system would be pretty nice, as using a .csv file to load in dialogue lines, ingredient choices and menu choices is kind of a pain. However, I did explore a different option early on, which was to use UE4's AI Behaviour Trees to create the dialogue system. I decided against that route because it was very clunky to edit the entries within UE4 because you had to click on each individual tree node in order to get at its data, and that made it very unreadable. Maybe in the future, it might be nice to create a robust tool for editing and creating branching dialogues in UE4.
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Not to mention, the dialogue system is very unoptimised since in essence, what it does is pull data from a .csv data file. It does this line by line, which is obviously not ideal if you have to search through 500 entries just to get to line 501. This functioned okay for one character, but I can see this system slowly going through growing pains as more characters are added. A more optimised data structure would have been nice, along with a better search algorithm (could even consider caching the current menu's dialogue!) would be something to work towards in the future.
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## Closing thoughts
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![Screenshot of the finished game. The tutorial character is saying "A little sprinkling of salt and pepper goes a long way. A tiny dash of love goes a mile further."](/images/soulfoodFinished.png)

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