Is there any chance of a better sequencer UI? The current system lacks the means to validate sequence actions, which is sorely needed, and isn't very easy to read through or understand for designers.
Something akin to the system for Fungus would be fantastic to see and it would make it much easier to avoid typos, meaning less time spend tracking down sequence errors, and it would be much easier on designers/narrative people working with the system.
Just a thought, I fully understand if it's something too large to put on the schedule. Thanks for the great tool either way!
Better Sequencer UI?
Re: Better Sequencer UI?
Hi,
The Dialogue System provides integrations with sequencing assets such as Timeline, SLATE, and Cinema Director since dedicated assets like those can provide the best UI for interactively designing sequences. You can mix and match, too. I'll often use the built-in text-based sequencer commands for short sequences, since it allows me to stay in the flow of writing, and use SLATE for more complex sequences.
A tip when using sequencing assets: Name each sequence (aka cutscene, depending on the asset) according to the dialogue entry node's entrytag. Then set the Dialogue Manager's Default Sequence to play it, something like:
This way you can leave each node's Sequence field blank.
The Dialogue System provides integrations with sequencing assets such as Timeline, SLATE, and Cinema Director since dedicated assets like those can provide the best UI for interactively designing sequences. You can mix and match, too. I'll often use the built-in text-based sequencer commands for short sequences, since it allows me to stay in the flow of writing, and use SLATE for more complex sequences.
A tip when using sequencing assets: Name each sequence (aka cutscene, depending on the asset) according to the dialogue entry node's entrytag. Then set the Dialogue Manager's Default Sequence to play it, something like:
Code: Select all
SLATE(entrytag)
- digiwombat
- Posts: 50
- Joined: Sun Jun 16, 2019 4:59 am
Re: Better Sequencer UI?
That's fine, I understand the preferred use-case there. However, for us doing a pixel-art 2D game, Cinemachine and Timeline are extreme overkill and honestly don't fit into the workflows we have or need as far as character movement and so on. I don't want interactive sequence designing as such. I am fine with a block/code based solution, but the UX/debug for sequences is pretty bad as is and I'd also prefer to keep asset bloat to a minimum especially since sequences are fairly robust and easily extensible, just poorly supported in the asset as it stands.
Re: Better Sequencer UI?
I'll look into this. In addition to the typing-free options provided in the "+" menu, I could add a syntax checker. Are there any other features that would be helpful?
- digiwombat
- Posts: 50
- Joined: Sun Jun 16, 2019 4:59 am
Re: Better Sequencer UI?
I think a syntax checker is probably the biggest concern for me at the moment.
The nice-to-have would be something akin to Fungus's command lists to help designers fill out variables/quickly check sequence commands but I understand that's a lot of editor code and custom command changes.
But yeah, even syntax checking would be a great help. Thanks!
The nice-to-have would be something akin to Fungus's command lists to help designers fill out variables/quickly check sequence commands but I understand that's a lot of editor code and custom command changes.
But yeah, even syntax checking would be a great help. Thanks!
Re: Better Sequencer UI?
A maintenance release will be coming out this weekend. (Just some bug fixes / minor improvements.) I'll try to get the sequence syntax check into the release after that.
- digiwombat
- Posts: 50
- Joined: Sun Jun 16, 2019 4:59 am
Re: Better Sequencer UI?
Thanks a lot, man. That'll be a great help!