This week we will implement the UI components from the previous lesson in a Conversation UI element which would appear as part of a cut-scene before and/or after battles. The panels will hold a little bit of text along with a sprite showing who is speaking. A bouncing arrow will indicate when there is more to read and using the input “Fire” event will cause the conversation to move on to the next message or the next character who will speak, etc. These panels can appear in any corner of the screen (which could indicate the direction of a speaking character relative to the player), and will animate in and out of the screen as needed.
If you were creating a game like Final Fantasy you would need to manage and balance A LOT of data. The items in their shops (name, sprite, model, cost, etc) and the bestiary (name, hp, strength, experience award, etc) for example. The bestiary alone could easily have hundreds of entries. Continue reading