I am currently using bolt as a way to manage my characters state and behavior by a given situation (for example, what dialogue they should say when you talk to them right now.
The thing is, as I am doing it right now, the flow of the character is represented in a tree like fashion with a ton of nodes, something like this:
Once you enter the scene, depending on a few application variables, your state will be changed to any of the 3 top options, and it goes down from there depending on all kinds of player actions.
So far so good, but right now I want to be able to do something a bit more advanced.
I want the player to be able to go and do other things while in the middle of the flow.
For example, let's say we are here:
And then, the player needs to do something in the current scene to advance to the next node. Instead of doing it, he goes to exit the scene, and move to another one. Once he returns, the game object will no longer be in the right node of the state graph.
As much as I know, I have to create some kind of flow in the starting node that is able to make a transition to the last node it was in based on application variables I need to save along the way. That method will work, but it also means that, given that there are A LOT of nodes (and the picture above represents a relatively simple flow for me), I have to create a lot of application variables, and a lot more transitions from the starting node to any node in my graph.
That seems like something that I should not do, so I thought to myself, maybe I can save the state of a graph like I'm saving application variables...?
Is that a feature? If not, could it become a feature somewhere down the line?
Thank you very much for your time (:
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