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Dialogue Designer - documentation

Documentation for Dialogue Designer editor. · By radmatt

This works, but it needs more work and better documentation.

A topic by Mastro2k created Aug 11, 2020 Views: 309 Replies: 2
Viewing posts 1 to 3
(3 edits) (+1)

I did use this for my last gamejam, in unity, but after using it, I realize it needs more work. It's easy to lose your data, no warning when closing. It's also unclear how "execute" works and there zero examples out there of how the variables should be set or used. Example, the boolean variable, how should it be checked?  I am using https://github.com/BrianMacIntosh/DialogueDesignerUnity to get it working in unity.


It would be nice too, see access all your conversations quickly and connect them to each other. 

You can't export to another file. if you Export it overwrites your json and then if you try and open that exported file it won't open and your screwed. Yeah you can change the name real quick, but if you forget.. you're sol.

Doc doesn't say what the diff char types are. Doesn't say why I click the chat icon it changes from round to square icons. No idea what "slide camera" means. Unless this just all random things to code for manually.

What's the syntax for checking conditions to choices.. etc.  

So yes, it works with the integration Brian MacIntosh created, but not sure how in-depth you can use it's features. I'm still doing trial/error to figure it out.

Can you use string values in conversation? if so how? is it brackets?

(+1)

Found another tool that works with Unity and OpenSource: https://yarnspinner.dev/docs/unity/installing/

I'm currently starting up development of our next commercial game and am looking to use something like this in C# in MonoGame... you raise some valid questions that I hope to see some answers to. Currently not sure if I should implement an interpreter for this for MonoGame or just code a dialogue system myself if 90% of the work is reading the JSON this thing outputs (half of which are editor-only).

It's interesting though. Why even have editor-only values in a production exported JSON? Can't these be saved in some binary save file for the software that you can load in? 

I'm also curious to know if adding custom nodes is an option. Is that what the Execute node is for? I guess it could be. Would be nice to have a small editor for a custom node, adding your own controls that would add the same way in the JSON...