Basically, what I'm aiming to do is to have scenes where the player is free to examine the scenario by clicking on certain parts of the screen, and then receive dialogue based on what was clicked. That said, I'd like to ask two things:
How can I make the game "stop" on that scene? That is, the game is presenting the player a screen with no character dialogue to move it forward, and the only way to proceed is to examine certain things on that screen.
The way I thought about doing it was to draw a background with several interest points, and in-engine create a few invisible buttons with boxes that match the placement of those points that would trigger some dialogue once pressed (which would be the protagonist comenting on it), and then, using statements like
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default tableinvestigated = False
default bedinvestigated = False
default closetinvestigated = False
#more stuff, ending in
if ((tableinvestigated == True) and (bedinvestigated == True) and (closetinvestigated == True)):
jump nextscene
The problem with this might be simple to solve, but somehow I haven't found a way to implement it correctly: How do I make it so the game gives the player this freedom to explore, and how do I have these buttons trigger dialogue in the dialogue box, as if the character is saying it, rather than in a window?