At this point, I'm basically weighing whether it would be easier to figure out how to do the dialogue format in AGS or learn a new scripting language and figure out how to do a point-and-click style inventory in Ren'Py.
If I did want to try to do it in AGS, what would be the most efficient method of doing this type of dialogue formatting?

Obviously GUI elements for the text backgrounds. But what about the placement of all characters' dialogue in the lower box? I feel like SayAt for every instance would be a bit clunky. Perhaps a custom Say-type function that assigns the dialogue to labels on the GUI would be more elegant? But then, would I still be able to call speech audio from the speech folder that way? With Game.PlayVoiceClip, I suppose?
I'm curious how you more skilled folks would approach this.
PS: Ignore the stuff at the very bottom. A dialogue history/rewind feature isn't really crucial to me.
If I did want to try to do it in AGS, what would be the most efficient method of doing this type of dialogue formatting?

Obviously GUI elements for the text backgrounds. But what about the placement of all characters' dialogue in the lower box? I feel like SayAt for every instance would be a bit clunky. Perhaps a custom Say-type function that assigns the dialogue to labels on the GUI would be more elegant? But then, would I still be able to call speech audio from the speech folder that way? With Game.PlayVoiceClip, I suppose?
I'm curious how you more skilled folks would approach this.
PS: Ignore the stuff at the very bottom. A dialogue history/rewind feature isn't really crucial to me.