Pillars of Eternity GUI possible ?

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
secondsight_
Posts: 3
Joined: Mon Feb 08, 2016 7:02 am

Pillars of Eternity GUI possible ?

Post by secondsight_ »

Hello forum,

I´m currently looking for a dialogue system that can have a similar UI and functions like the one used in Pillars of Eternity. I have watched all video tutorials and the documentation, but I´m still wondering if this is doable with the dialogue system.

Here is a screenshot: Image

What is important to me here is, that I can write emphasis inside the node text. I haven´t found anything how to do this in the tutorials. But I guess it´s just a format command on the dialogue editor ?

But even more important for my project: The entire conversation should be scrollable from start to end. So you can read a summary at the end if you wish. In all demos, only one conversation node content is shown at time.

So, is this doable with the dialogue editor ? Does the gui support these features in any form ?

Thanks !

(I should note, that I´m just starting with designing guis in unity, so I´m not experienced at all)
User avatar
Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Pillars of Eternity GUI possible ?

Post by Tony Li »

Hi,

For emphasis, you can put emphasis markup tags around your text or use rich text codes.

Example 1 - Emphasis tags: "One case or three, depending on how you look at it". [em1]He taps his clawed fingers together.[/em1] "Three weeks..."

Example 2 - Rich text: "One case or three, depending on how you look at it". <color=gray>He taps his clawed fingers together.</color> "Three weeks..."

You can set the appearance of emphasis tags 1 - 4 on the Dialogue Editor's Database tab.


The Dialogue System Extras page has a scrollable conversation log-style UI. It's the fourth download button under the "UIs" category. It's very similar to PoE.

The Dialogue System is modular. You can swap in any UI that meets a few requirements, and the rest of the Dialogue System -- editor, conversation engine, quests, etc. -- will work happily with it. So if the conversation log UI above doesn't exactly match your requirements, you can modify it or replace it with your own code. The conversation log UI above doesn't require you to touch any code; I just mentioned it as an option if you want to completely replace the Dialogue System's built-in UI options.
secondsight_
Posts: 3
Joined: Mon Feb 08, 2016 7:02 am

Re: Pillars of Eternity GUI possible ?

Post by secondsight_ »

Sorry for the late reply...:

Thanks for pointing out the extra page !

So, after testing the demo version now for two days I can say I will happily buy the full product the next days ! I´ve got exactly what I wanted within some fun hours of work. Great job !

Now, if I upgrade to the full version, do I just need to reimport the package and can use further what I´ve already created ?

Thanks
User avatar
Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Pillars of Eternity GUI possible ?

Post by Tony Li »

Hi,

Yes, just import the full version and continue your current work. Whenever you're importing any package from anywhere, it's always a good idea to back up your project first.
secondsight_
Posts: 3
Joined: Mon Feb 08, 2016 7:02 am

Re: Pillars of Eternity GUI possible ?

Post by secondsight_ »

Thanks Toni,
I´ll then buy your package this week if the switch is that simple.
And of course I´ll backup :) I´ve become quite paranoid doing that working with Unity.
User avatar
Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Pillars of Eternity GUI possible ?

Post by Tony Li »

Sounds good! I'm available if any questions come up, but it should be a seamless operation. Importing the full version will just get rid of the watermark and also give you access to the source code package. Nothing else will change.
Post Reply