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I'm not really sure what the best steps are yet, but here are the (very general) goals I could think of for 2.0:
I'm just trying to think of what dialogic is for, to find out what the best way of providing to all these needs would be. Some changes I would like to see:
In the end I think all changes must either:
I'm not a fan of making things more complicated with dialogic 2.0 becoming less usefull in the end. Have to think about all of this a bit more though. Good night. |
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I don't really like the Godot's built in theme editor. Even if it was updated recently and it is much better, there are so many controls it makes it really hard to explain to non-technical people which are the target audience of this plugin. There is no reason why an average visual novel writer should learn the draconian rules of the overwriting theme parameters by clicking on "manage items" importing and navigating all those confusing menus. I'm not discarding the idea of allowing for native themes to be used but they should not be default solution for people using the plugin.
Yes, using variables from scenes should be the right way to handle this. |
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Now that I remember, I suggest to use a different approach to get things on the tree. The |
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Unsure of how useful it would be, but maybe take a look at the way https://github.com/nathanhoad/godot_dialogue_manager handles functions and variables (as this sounds similar to what you're proposing)? |
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Text speed should be an exposed master-level variable that can be user set instead of per theme, so unless some bbcode for an individual box changes the speed overwrites it the game uses the master level speed. I know a lot of people have different preferences for text speeds (I prefer the fastest I can get, immediate if available, other people I know prefer varying levels of slower) so it should be user-selectable |
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One thing that would be nice if possible would be to have a like short list on the character selector for recently used. With say the last five used characters in the session, to make selecting them faster when you're working on a scene and putting in a ton of text nodes, where you're probably going to be using mostly the same characters for one particular scene. So like a tree like this, with the 'All Characters' then going into the normal tree as it shows currently: Alice
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One that just popped into my head and I might forget later, an option to set on a character to ignore the Portrait Dim settings if rheyre being used. My idea is for something I see in VNs sometimes, where like instead of (or addition to) characters in a scene a non-character item is shown inset over top the background. And you could do thst with a character but you'd have to change the theme, and if you're using fade overall then while the themes changed you wouldn't have it. Or, if not that, then just some other kind of built-in action to add some image as a second layer above the background layer |
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I'm gonna add this here, don't think it necessarily needs to be 2.0 if its not gonna be easy to do, but as a 2.x general feature. I want to be able to call timelines as subroutines, insteaed of gotos. for more solid example of what i mean, I've got a number of small discussions that could happen in any number of different places with multiple entry points. being able to make that just one timeline, instead of multiple blocks in each timeline that it can possible happen in it, would make it easier to maintain for any changes to the wording (or translations) that need to happen by having it in only one place. so in all of those places I have a variable check to see if it has alraedy happened yet, if not then gosub to that discussion, set that it's been completed, and return back to the timeline it branched off of to continue where it was from there |
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Not sure if the has been posted before but what about timed choices? |
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Hey, remember me? The guy that tried to rebase the main branch with resources? I'm back
So, while waiting for 1.4, I want to list the things that can be added for 2.0, including those that can potentially break the whole dialogic scheme, so all ideas are welcome. and they can be useful for Emilio.
For now, I can think on splitting the whole dialogic plugin behaviour to make it easier to maintain to current and new maintainers, for anyone that wanted to contribute and add/improve the functionality of the plugin (yes, is possible, see this dialog node and this sequential event manager)
Ideas list
Theme
class that Godot has with some flavour, instead of trying to recreate the whole wheel.Next points comes from #884
The first two options are something possible and easy to implement, you can see AnidemDex/Godot-DialogPlugin#56 where the plugin has two separable parts. In Dialogic, those two parts can be combined in one by default, bu they don't interfer with each other.
Hey, I've openned a discussion for integrating a dialog node here, in case you want to share your thoughts about it #832
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