Best practice to centralize text management while using the asset?
Posted: Thu Oct 24, 2024 1:27 am
Hello,
I'm new to the asset, and while I'm using it, I have some questions.
I am developing a game with some narrative branching (not very complex) and many general UIs with fixed texts.
As I've been developing games, I managed all texts in a sheet (Google Sheet or Excel) that contains all texts in all languages supported in the game. Each text has a unique "Key" string value, which I put in the game's UI or (linear) dialogues, then converted to corresponding localized text when the game runs. I guess this is quite standard process.
However, as far as I see, it doesn't look like this "Key-value approach" is natural way to work with the Dialogue System asset. Instead, I put a text directly in the Dialogue Database asset, and use the localization option to put localized texts in the asset.
I can put the "Key" of each dialogue text in the Dialogue Database, but it would reduce the readability of the dialogue, which I don't want to.
So, I can't seem to use the "Key-text based approach" for UI's using the asset. (dialogue, quest, ...)
However, not all texts UIs in the game should be managed by the Dialogue System asset, so those can still use the "Key-text based approach", as I've been doing so far. This makes the text management method twofold - one with directly putting texts in Dialogue Database, and one with putting Key in other elements, which is confusing and not coherent.
So, my questions are...
1. Is there any way to use the Dialogue System using the "Key-text based approach"? Like, is there any way to still see the real text when I put a "Key" to each node in the Dialogue Database?
2. I want to centralize the text management used in the game, preferably using Google Sheet (to export as csv). Is there any good way to organize text used in branching narrative?
3. Or, is there any best practice to centralize and and streamline the text management process using the asset?
I'm new to the asset, and while I'm using it, I have some questions.
I am developing a game with some narrative branching (not very complex) and many general UIs with fixed texts.
As I've been developing games, I managed all texts in a sheet (Google Sheet or Excel) that contains all texts in all languages supported in the game. Each text has a unique "Key" string value, which I put in the game's UI or (linear) dialogues, then converted to corresponding localized text when the game runs. I guess this is quite standard process.
However, as far as I see, it doesn't look like this "Key-value approach" is natural way to work with the Dialogue System asset. Instead, I put a text directly in the Dialogue Database asset, and use the localization option to put localized texts in the asset.
I can put the "Key" of each dialogue text in the Dialogue Database, but it would reduce the readability of the dialogue, which I don't want to.
So, I can't seem to use the "Key-text based approach" for UI's using the asset. (dialogue, quest, ...)
However, not all texts UIs in the game should be managed by the Dialogue System asset, so those can still use the "Key-text based approach", as I've been doing so far. This makes the text management method twofold - one with directly putting texts in Dialogue Database, and one with putting Key in other elements, which is confusing and not coherent.
So, my questions are...
1. Is there any way to use the Dialogue System using the "Key-text based approach"? Like, is there any way to still see the real text when I put a "Key" to each node in the Dialogue Database?
2. I want to centralize the text management used in the game, preferably using Google Sheet (to export as csv). Is there any good way to organize text used in branching narrative?
3. Or, is there any best practice to centralize and and streamline the text management process using the asset?