· Narrative · Player · Tools
A dialogue system, and two kinds of health
Characters can talk now — plus a Physical and a Mental health bar, the two things the player has to protect.
Dialogue
Added a dialogue system made of three parts: a sequence (the lines), a system (the UI) and a manager (who’s speaking, and when).
Adding a new conversation is now a repeatable recipe:
- Drag a dialogue trigger into the scene.
- Create a dialogue sequence asset (under
projectDearZ/dialogue sequence). - Assign the sequence to the trigger.
- Register it with the dialogue manager.
The dialogue UI itself lives in the dialogue system, so styling it later is a one-place change. The first speaker is, fittingly, the Doctor.
Health × 2
The player now has two health bars. In the game they’ll be Physical (pink) and Mental (baby blue) — some things hurt the body, some things hurt the mind, and you’ll have to look after both.
Workflow note
A small lesson from working with Cursor + Claude: don’t @-mention the whole Scripts folder when asking for help. It burns far more context than mentioning nothing at all and letting the assistant search.