Announcement: I'm rebooting the Dialogue System 😥

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  • Опубликовано: 15 янв 2025

Комментарии • 16

  • @fluffygamedev
    @fluffygamedev  2 года назад +1

    If you've used the Dialogue System, are there some other issues you'd like to see fixed ?

    • @clashwithtrippertv2650
      @clashwithtrippertv2650 2 года назад

      you could make so a charakter has also a picture shown when he speaks. and the picture of the oponent he talks to should be on the other side of the textbox

    • @ZOMGbies
      @ZOMGbies Год назад

      Found this video after a lot of head-scratching following your original video. I'm a novice and much of the system you've created goes over my head for now - but I'm absolutely stuck on the m_CurrentNode being null when I try to initiate dialogue (CanStartNode() is the exception point). I brute forced currentNode to be "m_CurrentNode = node" above CanStartNode check, but then the dialogue breaks on the end rather than beginning.
      I know it's easier said than done - but I would like the next video to better explain the process/have no red herrings. I initially implemented most of your flowstate scripts - not realising they weren't part of the tutorial per se. I would recommend that if a component or script is not part of the tutorial that the footage is re-shot to exclude it completely from the footage. Viewers like me are watching, and then re-watching pausing and unpausing every 1-2 seconds - the voice explanation will often be lost in this process.
      On-screen labels and text explanations would be an effective way to include more optional information without overwhelming the viewer.
      As it stands now, I have no idea where or how to initialise m_CurrentNode to = the first node. I can probably work it out with enough trial and error.
      Lastly, a lot of effort for you but hopefully worthwhile too: It would be great to see a companion video for each core tutorial video where you have a 2-up screen going through tick-by-tick how the code executes on the left, and how the game looks at that point in the code on the right (maybe 3-up if there are inspector elements to view). e.g. m_CurrentNode is given the value "here", which then feeds into this class, etc etc. I could use such a thing to diagnose where I've gone wrong.
      At any rate - the confusion says more about me than you. I like what you're doing here - showing systems that are actually good rather than ones that work well enough for a youtube click but end up chugging your project or being incredibly limiting. Subscribed!

  • @KjipGamer
    @KjipGamer Год назад +1

    Hey! I know it's been over a year since this video came out, but I was recently creating a dialogue system and would love to see how you would tackle it!

  • @izzydev05
    @izzydev05 2 года назад +1

    I was recently wondering about editor editing and making custom editors and stuff. Could you maybe make a series on that?

    • @fluffygamedev
      @fluffygamedev  2 года назад +1

      That's a very good idea ! I'm adding that to my roadmap !

    • @izzydev05
      @izzydev05 2 года назад +1

      @@fluffygamedev thank you! I really can't wait to see it. Also, are your road map and future series plans public or just something you write for yourself? I'd love to be able to see what you plan on putting out next

    • @fluffygamedev
      @fluffygamedev  2 года назад +1

      @@izzydev05 Technically yes. It's pinned on a bunch of social media accounts. But I don't advertise it all that much.
      Here's the link:
      trello.com/b/aRbntrIi/fluffy-gamedev-roadmap

  • @jean-michel.houbre
    @jean-michel.houbre 2 года назад +1

    I subscribed to your channel today, and not knowing enough English, I must say that my main criterion is the accent of the narrator... I am now looking for intermediate content for hobbyist, and I was very interested in some of your videos. Thank you.

    • @fluffygamedev
      @fluffygamedev  2 года назад

      Thank you ! 😁
      If there's a specific subject that you want me to cover, do let me know.

  • @dreamcatforgotten8435
    @dreamcatforgotten8435 2 года назад

    Edit: Why didn't you use UVS/Bolt for the Dialogue system from the beginning?
    I think that using something Unity supports and will continue to improve is better for the future.
    [Edit: I wrongly assumed you used xNode - I've been watching too many VS tutorials from different sources, haha]

    • @fluffygamedev
      @fluffygamedev  2 года назад

      Heya!
      You are actually right, I was using xNode before I planned the reboot. There were a couple things I didn't like with how it was architectured.
      Prior to that, I had actually planned to use Bolt but quickly realized I didn't quite fit my needs. What I needed was merely a tool to have some visual representation of the dialogue data. Whereas Bolt/UVS brings so much more since it's for Visual Scripting. Now of course, that can be extremely useful and can make extending the dialogue edition Easy. However, on the other hand, I feel that having an overly generic tool can hinder specific usages (since the UX is planned to be generic) and can also cause some performance overhead.
      I have heard however of some Unity supported API to make nodal editors. It's still in experimental but I'd like to have a look.

  • @Xuul_
    @Xuul_ 2 года назад

    Is this project dead?

  • @petersnayde4873
    @petersnayde4873 Год назад

    expected(

  • @FlibidiiProductions
    @FlibidiiProductions 2 года назад +1

    La u.