Bark using Dialogue UI ?

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Haytam95
Posts: 23
Joined: Sun Mar 15, 2020 5:56 pm

Bark using Dialogue UI ?

Post by Haytam95 »

Hi!

I'm creating small talks in my videogame, for example when the character inspects an object, receives damage or want to alert about an enemy nearby. Until now I've been using all the way Dialogues to achieve this.

This work nice when the user inspects an object, but no so nice when -for example- a character grunts after taking damage. That is because I'm using DS with UCC, so the Ability "Dialogue" starts and the character stand still unable to perform other movements.

So to resolve this, I thought about using barks. But I don't really see a way to make the barks work with the default Dialogue UI. I can't use bubbles or something above the head of the character, because of how the UI is designed.

Should I duplicate the dialogue UI and use it as Bark UI? Or maybe I'm overcomplicating and there is another way to resolve this?

Thank you :)
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Tony Li
Posts: 21970
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark using Dialogue UI ?

Post by Tony Li »

Hi,

When the character grunts after taking damage, that's definitely a bark.

Use a bark UI. The bark UI doesn't have to be an overhead bubble. You can use a screen space canvas. The good news is that bark UIs are much simpler than dialogue UIs.
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Haytam95
Posts: 23
Joined: Sun Mar 15, 2020 5:56 pm

Re: Bark using Dialogue UI ?

Post by Haytam95 »

Really? That's great, i'll give it a shot!
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