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Dialogue Manager for Godot 4's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
LOVE | #2 | 4.692 | 4.692 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub or Gitlab repo
https://github.com/nathanhoad/godot_dialogue_manager
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Comments
My first attempt at dialog like this was node intensive. This is very nice since I can focus on dialog as god intended... in text. A wrapper to visualize the branches is great for team project readability but for fast solutioning for smaller projects sometimes you just need a straight forward solution like this. I picked it up right away and didn't need to learn something totally abstract to get it working.
Yeah I think text-based dialogue editing is quicker to write and easier to read.
Terrific addon! This is much better than having a graph with nodes (which most of the dialog managers do). I had planned to build something similar for my addon (Popochiu) because that is how Adventure Game Studio handles dialogs. And you get to manage localization too, which is quite awesome.
Thank you so much for developing this!
Thanks for checking it out :) Yeah I feel like text based dialogue is quicker to write and easier to read.
Very nice, I like that the dialogue files are plain text.
Thanks :) Yeah I prefer editing dialogue as just text.
Very nice, I like that the dialogue files are plain text.
Thanks :) Yeah I prefer editing dialogue as just text.
This is really cool! I like that the dialog is written in DSL, rather than using JSON/YAML or some visual editor. I only did some small tests by following the docs in the README, but the interface looks super flexible as far as integrating this into any game. Interacting with the addon, it felt very polished! I'll definitely check this out next time I need to do a dialog-heavy game :-)
Thanks for trying it out :)
I wish there was a demo project. I don't really have the time to try out every feature but I'll look into it further later on because I wanted to do something like that for my game and I might actually use that instead XD
Is it easy to customize the plugin to add custom features ? Like for example an "attacks" keyword and when the dialog is read, the enemy's attacks change to that what's after the attack keyword..
I’m almost finished on a couple of big improvements to the parser and then I’ll add an example project and walk-through video including the newer stuff.
To do something like that “attack” example, I’d just use the “do” keyword and point to a method like
do attack("some attack")
.This looks nice! The syntax for the dialogue scripts is easy to pick up too.
Thanks :)
Pretty cool plugin!
Thanks :)