Is there a preferred workflow for editing dialogue w/ a database from articy?
Posted: Mon Sep 14, 2020 9:28 pm
Hey,
I started a project in Unity a few months ago, for which I've been doing most of my narrative design (and general design-side data stuff) in articy. I have a lot of non-dialogue work already done in articy; I have very little dialogue work already done in articy.
I was using my own little dialogue handler for articy data, but I downloaded Dialogue System a few days ago, and after wiring everything up I'm absolutely loving it so far. I'm curious, though—and I know this might be a very personal-view-oriented question—if Dialogue System's designers/devs feel that it works better to:
A) Build dialogue in articy and use it as-is by importing via Dialogue System's articy importer, or
B) Import entities, quests, items, etc., from articy, but use Dialogue System's dialogue editor to actually build out the dialogue, or
C) Build dialogue in articy and then edit it further in the DS editor to build out logic.
I'd also appreciate people weighing on what they feel the ideal use-cases for each approach are!
To expand a bit, I'm planning on having in-dialogue-flow logic that is outside the realm of just reading/writing global gamestate variables, but still mostly very normal WRPG/CRPG stuff—calling some methods, rolling some dice, wiggling a camera around, switching dialogue branch validity on the fly. My gut feeling from poking through DS over the past couple days is that this sort of thing is generally much less of a headache to deal with in DS's editor than it is in articy's dialogue editor, esp. since it involves interfacing with my codebase.
However, I might be underestimating articy—I remember seeing a devblog from ZA/UM indicating that they did dialogue design in articy, which makes me think it might be better at code integration than I'm giving it credit for. I also would, of course, prefer to use as few discrete tools as possible to reduce headaches.
I know that this is a very broad question with lots of nuances, but I'd love to hear if anyone had any pertinent experience or guidance on this—I'm in the rare position of having everything in place for any approach, but no sunk cost in any particular one, so I want to try to start down the right path.
Thank you!
I started a project in Unity a few months ago, for which I've been doing most of my narrative design (and general design-side data stuff) in articy. I have a lot of non-dialogue work already done in articy; I have very little dialogue work already done in articy.
I was using my own little dialogue handler for articy data, but I downloaded Dialogue System a few days ago, and after wiring everything up I'm absolutely loving it so far. I'm curious, though—and I know this might be a very personal-view-oriented question—if Dialogue System's designers/devs feel that it works better to:
A) Build dialogue in articy and use it as-is by importing via Dialogue System's articy importer, or
B) Import entities, quests, items, etc., from articy, but use Dialogue System's dialogue editor to actually build out the dialogue, or
C) Build dialogue in articy and then edit it further in the DS editor to build out logic.
I'd also appreciate people weighing on what they feel the ideal use-cases for each approach are!
To expand a bit, I'm planning on having in-dialogue-flow logic that is outside the realm of just reading/writing global gamestate variables, but still mostly very normal WRPG/CRPG stuff—calling some methods, rolling some dice, wiggling a camera around, switching dialogue branch validity on the fly. My gut feeling from poking through DS over the past couple days is that this sort of thing is generally much less of a headache to deal with in DS's editor than it is in articy's dialogue editor, esp. since it involves interfacing with my codebase.
However, I might be underestimating articy—I remember seeing a devblog from ZA/UM indicating that they did dialogue design in articy, which makes me think it might be better at code integration than I'm giving it credit for. I also would, of course, prefer to use as few discrete tools as possible to reduce headaches.
I know that this is a very broad question with lots of nuances, but I'd love to hear if anyone had any pertinent experience or guidance on this—I'm in the rare position of having everything in place for any approach, but no sunk cost in any particular one, so I want to try to start down the right path.
Thank you!