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Blueprint Dialogue System

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  • replied
    Upcoming Features
    I have received many helpful suggestions and requests from the community and early testers (thank you!). I am currently working down the list, and so these should also be in the 'final' :
    * Unlimited responses/branches
    * Chat bubble sample
    * Dialogue voice audio
    * Post execution actions (triggering a re-usable function at the end of a dialogue branch)
    * Cross topic branching (my own request :P)
    * Per branch conditions (per topic already supported)
    Last edited by Grogger; 05-25-2015, 08:51 AM.

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  • replied
    Originally posted by Grogger View Post
    Ah ok, I think that might be a bit too game specific for this system (what triggers the conversation and what conversation to have can be story driven, or game state related)
    then think of it as an idea for another project, or an extension to your current system. Anyway, your current system is very good as is, and being able to easy apply voiced dialogue to the relevant text with ease is a major plus, but is always nice to update and improve software products

    I'm personally more of a fan of these type of assets due to them not being game specific

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  • replied
    Originally posted by Vata Raven View Post
    Yeah, if that is the system for when you running around and your characters start to randomly chat about, or you click an item or pick it up and they comment on it, then that's what I'm thinking about
    Ah ok, I think that might be a bit too game specific for this system (what triggers the conversation and what conversation to have can be story driven, or game state related)

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  • replied
    Originally posted by Grogger View Post
    The banter triggers would be an external system
    Yeah, if that is the system for when you running around and your characters start to randomly chat about, or you click an item or pick it up and they comment on it, then that's what I'm thinking about

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  • replied
    Originally posted by Vata Raven View Post
    well, I would love to have a dialogue banter system (you know, because banter is funny), but I think that's a whole other thing
    Oh, thanks for the suggestion! I think I will use this banter idea for the chat bubble sample! The banter triggers would be an external system, but the dialogue flows and audio or text bubble cues can be managed by this Dialogue System

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  • replied
    Originally posted by Grogger View Post
    Yeppers, or at least that's the plan! There have been a few suggestions/requests in this reddit thread about this feature, and if you have any other requests or suggestions, feel free to please add them to the list
    well, I would love to have a dialogue banter system (you know, because banter is funny), but I think that's a whole other thing

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  • replied
    Originally posted by Meguido View Post
    I have a question tho:
    How many colors can you add in one dialogue box?
    As many as you'd like, there aren't any real limits to the number of colors you can have. You can give each letter of every word a different color if you would like to

    It works through text formatting tags, so it could look like this: [col="1"]Red,[/col] [col="0,1"]Green,[/col] [col="0,0,1"]Blue,[/col], and default.

    Color tags can be stored in variables too, so you can have color standards or easily changeable colors.
    So it would look more like this: {color:red}Red,{color:end} {color:green}Green,{color:end} {color:blue}Blue,{color:end}

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  • replied
    I have a question tho:
    How many colors can you add in one dialogue box?

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  • replied
    Originally posted by Vata Raven View Post
    Does this mean it'll be easy to apply voiced dialogue to the relevant text?
    Yeppers, or at least that's the plan! There have been a few suggestions/requests in this reddit thread about this feature, and if you have any other requests or suggestions, feel free to please add them to the list

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  • replied
    Originally posted by Grogger View Post
    I am currently working on adding audio hooks, which should make it into the release build easily.
    Does this mean it'll be easy to apply voiced dialogue to the relevant text?

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  • replied
    Originally posted by Meguido View Post
    Cool! Thanks for letting us know
    Voting for it right now.
    Great, thank you!


    For anyone who is looking for a specific feature that might be missing, I would love to hear it. I am currently working on adding audio hooks, which should make it into the release build easily.

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  • replied
    Cool! Thanks for letting us know
    Voting for it right now.

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  • replied
    It's finally up for voting on trello
    https://trello.com/c/fSMafZNR/396-bl...ialogue-system

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  • replied
    Looks fantastic and fair priced, can't wait to try it out!

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  • replied
    Originally posted by Grogger View Post
    Hi Winterstone,

    It isn't currently a built in feature, but the system is extendible through blueprint, so it could be added.

    I can think of several ways to add support for it, depending on your needs. (Warning: this maybe unreadable to everyone but me, though I wanted to mention how I might go about it )
    1) Using built in features to play an audio file and to control the speed of the Typewriter effect: Handle the dialogue's 'state change' event and play an audio file, and add typewriter speed tags to match the speed of the text to the speech
    This will work with built in features, but a custom handler would be required for each dialogue page

    2) If preferring to inline the dialogue in the text: Add an extra parser for the option and use the Named Asset table
    This is more convenient than 1 but it isn't nearly as simple to implement

    3) Using mostly built in features but prefer controlling which sound file to play through data: Add an audio asset field to the dialogue table and override the base OnStateChange event to play the speech file
    I believe this would be the best option I could think of for both convenience of use and ease of implementation

    There could be other needs for speech systems, but I've never developed one for complex dialogue.
    If you're asking for text to speech system, that could be added with handlers in the typewriter system, though I admit I have no experience with text-to-speech.
    Hi thanks for replying!

    Well I kind of understood a bit but everything is fairly new to me
    That's great to hear that its possible to extend the blueprints. Not that I'd know how too as of yet! I wasn't neccessarily thinking of text-to-speech but just more or having the text dialogue system work as it was meant to but then time a audio file of a voice saying what is typed out!

    I was thinking of a sort of narration I guess.

    Thanks again, can't wait to get a hold of this!

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