So I was really happy with this. Then, I spent some time on other stuff. And when I came back, I found one of my shaders was broken... So the current version is a tiny bit different.
Sasha's Travels⚙️
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got one of the UI elements working in engine, Kinda sleek but miss the drop shadows...
This was super cool to implement, but now I'm having trouble designing dialogue trees and other narrative stuff. Writing is hard
if youre a gamedev please please please read this article i need to feel like im not insane (skip to the frictionary if you want to get to the point asap)
It's shaping up, I think. I sorta hate the list format but like, what else is there other than grid slots.
This is a tutorial for Godot 3 I used to make part of my dialogue manager. It gives me animal crossing like SFX and the ability to have short pauses.
This is another tutorial for Godot 3 that comprises the other bit of my system. I cobbled together a few more features using my poor understanding of the documentation. I believe the author of this video has a more advanced JSON dialogue setup that might fit what you're looking for.
My system boils down to a state machine where each line in a dialogue is a unique state. The JSON file signifies all the states in a scene and alongside what should be said I can define other things I want to happen when a line is played, The most I've done with this is change an emote image or display additional text but I plan to base my cutscenes around it too. But instead of changing an image I might call for the camera to move, the game to fade to black, or for an NPC or Some other game object to play an animation. It's a bit messy right now but I've come to realize a lot of game programming is just a state machine in different contexts.
I wouldn't be scared of making a brute-force attempt either. Iterating is part of the creative process and even if it ends in failure you'll learn something new even if that's how not to do something.
Anyone know any good tutorials on creating dialogue/cutscene systems for RPGs? Preferably Godot but if there’s other ones with easily applicable universal principles that would work too. This is something that I feel like has lots of different approaches and I wouldn’t want to just brute force a really cluttered system for it.
Shaders are literal witchcraft, although getting this one to work was a bit of a hassle since a lot don't play well with an orthographic camera. Don't mind the jesus tech, It get's patched out later.
I need to implement health in the overworld to complete this feature. I am also considering a hurt sprite but I'm lazy...
A blog for a game about a rather peculiar exam. Made in Godot Engine!
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