godot trading crab cattle game
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: 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
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
Indicated by a # characters:
tag followed by a space-separated list of character names corresponding to Character resources in characters/
:
# characters: UndyingVagabond DisgruntledCrattler
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
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.