Thought I'd to a bit of show-off Since we sort of came out of from our hiding recently.
We have been building No Truce using the Dialogue System. I have to admit that the amount of support Tony has provided along with the power of mostly seamless Articy imports has shortened the development time considerably. Having a sane dialogue engine as reference and backbone has been a great benefit.
We ended up using a lot of the pre-provided technical solutions from conversation database to cutscene sequence language to elements of persistene. We also wrote and integrated a lot of our own interface code with the system and added some rules-based decision nodes using Articy templates. While it was somewhat a challenge, the fact that the system has so far bent to my will makes me a happy gamedev.
Your game looks great! Thanks for sharing the links and screenshot!
Would you mind if I share this on the Dialogue System's Unity forum thread, too? Many Dialogue System users primarily catch up on news there, and I think they'd find this inspiring. (And it would also get more eyes on your project.)
You may already be well aware of these, but I thought I'd mention them anyway:
You can use [lua(code)] tags in your Dialogue Text. This provides an alternate way to inject text returned by C# functions.
The articy converter does a decent job of converting input and output pins (especially with your previous help identifying articy conversion issues) to Conditions and Script fields.
I'm sure it's far too late into your project now, but I noticed in your blog post that you "dreamed about Obisidian's tools." The Dialogue System can also convert Aurora Toolset files (e.g., Neverwinter Nights, Dragon Age). But, despite some scaling-up issues with articy, it looks like you're able to get really good results!