"Graying out" exhausted dialogue topics
It would be great if conversation options, on which all information available from particular NPC has already been received, would change their link colors to depict that.
#1 Updated by scrawl . about 3 years ago
This is difficult to determine. For instance, how do you handle interactive dialog using "choice" instructions that can produce multiple outcomes (e.g. join a guild?). And how do you handle any other scripts attached to a dialog response, i.e. how do we know whether the script will produce something new for the player or not? Basically, for anything with a script attached to it, we have no idea how to handle it and that would make this feature of limited usefulness.
Not saying it can't or shouldn't be done, just something to watch out for.
#2 Updated by Rovlad 1984 about 3 years ago
This is how I see it: you store already seen dialogue replies IDs in a savegame, and then replace any direct "links" to these replies with "visited links". This way, as you get more and more generic blurbs from talking to people, you can tell at a glance if a particular NPC has something new to say.
Choices (red "links") should just be left as is, precisely because it's a choice rather than a conversation topic.
#3 Updated by Rovlad 1984 about 3 years ago
Actually, there is no reason to store individual IDs in a savegame, because they're already listed as topics in your journal. So if you're going to get an answer identical to the one already in the journal, that "link" is visually represented as "visited".
Hopefully that made sense. :)