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.
You can follow us here or just refer to my write-ups of development below:
http://devblog.fortressoccident.com/
Two of the entries discussing the Dialogue System:
[*] http://devblog.fortressoccident.com/201 ... velopment/
[*] http://devblog.fortressoccident.com/201 ... -dialogue/
No Truce With the Furies
Re: No Truce With the Furies
Hi,
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:
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!