I'm creating an RPG-type game where NPCs can give you quests. These can be concurrent quests and before I start creating hundreds in my game, I want to check if I'm doing it in the most efficient way.
Here's a screenshot of the most important events:
<img src="http://i.imgur.com/GtCcJ3w.jpg" border="0" />
So what you're seeing here is a small part of the game. There's separate event sheets to control movement, baddies & other stuff.
What happens is if the player collides with the "interact" object (of which there will eventually be many, but currently only one) it will show some dialogue, then clicking the "accept" button will set the quest as the active quest.
I've got functions in there for hiding and showing dialogue. Hide is obvious, but "ShowDialogue" passes the NPCs dialogue as a function param. Is this sensible?
Is there a better way of doing what I'm doing? I feel like I might be re-inventing the wheel here. Have any of you guys created an RPG with dialogue and quests? Did you do something similar?