A template for making narrative games in Unity.
The system is composed of storylets, each containing conditions allowing them to run and effect they do once running, and a game manager which check what storylets are currently available and choose among those which one is most relevant to run.
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Notable inspirations for the system are :
- Left4Dead dialogue system, as presented by Elan Ruskin in his 2012 GDC Talk ( https://www.youtube.com/watch?v=tAbBID3N64A )
- Firewatch dialogue system, as presented by William Armstrong and Patrick Ewing in their 2017 GDC talks ( https://www.youtube.com/watch?v=wj-2vbiyHnI )
- The King Of Chicago Narraton system, as presented by Doug Sharp in his 1989 GDC talk ( https://dougsharp.wordpress.com/story-vs-game-the-battle-of-interactive-fiction/ )
- FailBetter's storylet organisation in Fallen London and in their StoryNexus engine.
- Various articles by Emily Short on storylet design in general, and salience-based ones in particular. Specifically, my terminology used to describe the design comes from this article : https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/
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/!\ Dependencies :
- Odin Inspector is used for the serialisation and to make creating and managing content through the inspector less tedious. Asset store page : https://assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041?aid=1100lHSw&utm_source=aff