Page 1 of 1

An idea for Dialogue System 3.0

Posted: Wed Nov 21, 2018 3:59 am
by Alatriste
An idea for Dialogue System 3.0 :lol:

I found that usually where I spent a lot of time is when I have to sync events that happen after or before dialogues (hiding panels, enabling/disabling gameObjects, playing sounds...) and the way to do it is using delays.

So what about if we could have "link nodes" that can be inserted between nodes just to handle sequence commands? This way, we know for sure that when a dialogue node ends, the link node is triggered and all its content will be running before the next dialogue node is played. It also helps to visualize the order of events.

8-)

Re: An idea for Dialogue System 3.0

Posted: Wed Nov 21, 2018 7:52 am
by Tony Li
Is this different from just creating a node that has no text?

Re: An idea for Dialogue System 3.0

Posted: Wed Nov 21, 2018 8:25 am
by Alatriste
:shock: ....

Yes. :D

Then I have an idea update: change the color of the node! (so I know there is something there that is not a dialogue) :lol:

Re: An idea for Dialogue System 3.0

Posted: Wed Nov 21, 2018 9:55 am
by Tony Li
You could create a special actor for these nodes, and set the actor's custom node color. You can also set the node's Title to describe what the node does. If there is no dialogue text, the node will show the Title in <angle brackets>.

Re: An idea for Dialogue System 3.0

Posted: Wed Nov 21, 2018 10:10 am
by Alatriste
One more thing I learned today: the nodes can change the color... :oops: