Should I use a pre-built dialogue system or code my own from scratch?
#1
I’m trying to decide if I should use a pre-built solution for my game’s dialogue system or code my own from scratch. The pre-made asset seems robust, but I’m worried about hitting a wall later if I need a very specific branching feature it doesn’t support.
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#2
We used a pre-built asset last year. It got us moving quickly, but when we needed a rule like if mood is high and quest A is done, unlock path B, the config quickly turned brittle and debugging became a slog.
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#3
Coding from scratch gave us control, but it ate weeks. We kept to a handful of branches and still had to pause to build an internal editor to visualize the flow. It worked, eventually, but not without skin off our teeth.
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#4
Do you actually need those rare dynamic rules, or could you simulate them with simpler branches and a few flags?
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#5
I’m not sure which problem is the real one sometimes; maybe the bottleneck is how you model data, not the tool. I chased features that sounded cool while the core pacing suffered.
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