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crattle's Introduction

crattle

godot trading crab cattle game

Dialog

Dialog is written using ink. Some project-specific usages are listed below. In general, merchant and homesteader are special identifiers that refer to the player character and the player character's twin, respectively.

Speaker

Speaker: A name before a : indicates who is speaking and will be indicated in the UI
A line of dialogue without a speaker will have the speaker name omitted

Scene changes

Indicated by a # location: tag followed by the name of the location resource. e.g. the following will load the location/location_name.tres resource:

# location: location_name

Dialogue participants

Indicated by a # characters: tag followed by a space-separated list of character names corresponding to Character resources in characters/:

# characters: UndyingVagabond DisgruntledCrattler

Expression tags

A tag beginning with # face_ will load the img/characters/<charactername>-face-<expression>.png resource. Likewise for # pose_ tags. e.g. this will load img/characters/lula-face-surprised.png and img/chacter/lula-pose-arms-raised.png

Lula: skitter skitter moo!  # face_surprised # pose_arms_raised

You can apply an expression tag to a non-speaking character by suffixing it with :characteridentifier. For example, this will make the player look angry when Lula is hurt:

Lula: meep whimper  # face_hurt  # face_angry:merchant

Art Assets

Characters

Character portraits are displayed by layering the pose asset over the face asset. Each portrait for the same character should be the same dimensions (different character portraits can have different dimensions though). The face and pose assets should both be the same dimensions.

crattle's People

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