Comments (1)
This definitely sounds interesting, as you could then make a glossary that has a short form that will show up in dialogue, but a more complete description that can be used in a lore section for the visual novel.
Would this also mean that the glossary entries themselves could be stored outside of the glossary? Perhaps the role of the glossary is a bit too large and it could be broken up, like how in godot 4.3 the TileMap node, which contains layers has been superseded by TileMapLayers instead that you can control separately. Although it would add a little bit of project bloat and makes creating new entries a little bit more involved, i think it might make the entries easier to work with outside the context of dialogic.
I am not too sure how exactly it would be implemented, but here are some options i've come up with so far;
- Folders act as a category (the root to the glossaries directory would most likely have to be saved in the project settings for that) and glossary entry resources inside that directory would automatically be added to that category. Adding and removing to entries can be pretty quick, but can be easy to mess up and have unrelated files in the directories.
- The glossary would hold references to glossary entry files. With this approach glossary entries can be part of multiple categories.
As for how the entries would be visualized inside of the editor, i think that a system close to how timeline events are visualized could help out to make it easily modifiable.
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Related Issues (20)
- Many Dialogic errors such as "Parse Error: Could not resolve class" and "Invalid call. Nonexistent function" on editor start, Dialogic panel Character selection and edit HOT 4
- Cannot quick load DialogicCharacter .dch custom resource file HOT 2
- Cannot save Character (.dch) changes directly from Dialogic edit panel, can force save in scene 2D/3D view or by playing but then asterisk remains HOT 5
- History enabled by default, but shown as disabled in the settings HOT 3
- Default character Displayed Name Label color is white on white bubble, making it invisible -> suggesting default to black color HOT 3
- Exported windows projects crash immediately after startup HOT 6
- Color field for custom event
- Timeline scripts edit in external editor are not refreshed even after close and reopen
- Appending text (Choices or [n+]) causes previous text to move due to new bubble (text-length-dependent layout)
- Add a very simple Bubble Layer template that doesn't move, or parameters to disable move HOT 1
- text_bubble.gd (and subsystem_portraits.gd) contain Inference on Variant warning treated as error, prevents customizing script in project code HOT 1
- subsystem_input.gd detects dialogic_default_action with non-exact match, causing it to advance on modifier combo input like Alt+Enter HOT 1
- When Dialogic panel has not been opened, current_editor is null, causing error on save and Debug Game start: "editors_manager.gd:212 - Invalid call. Nonexistent function '_save' in base 'Nil'."
- Hide PROPERTY_USAGE_NO_EDITOR exports in Portrait Settings
- Highlight Full Name when registered as a nickname HOT 1
- Autoload order keeps changing when using Dialogic with another plugin (Maaack's Menus Template) HOT 2
- There is no way to close the reference manager window in i3
- Popups do not have a close button
- Shrinking the editor breaks dialogic UI
- Choice block automatically displays “condition” settings
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from dialogic.