“Dialogue Manager” for #visual-novels in #Godot 4 #toread
on 02025-08-19#visual-novels in #Godot #toread
on 02025-08-19#video #toread on writing #visual-novels #games
on 02024-09-10#video #toread on Doki Doki Literature Club #visual-novels #games
on 02024-09-10#video by a VTuber on which #visual-novels engine you should use for #games. Reviews Ren'Py, NaniNovel, etc., but doesn’t show anything from any of them, just cartoony VTuber stuff, so I didn’t bother to finish the video.
on 02024-06-20"Bladecoder" is another #visual-novels and point-and-click adventure system for Godot. #games
on 02024-06-12"Godot Dialogue Manager" is another #visual-novels system for Godot. #games
on 02024-06-12"Rakugo" is another #visual-novels system for #Godot. #games
on 02024-06-12#video #toread about #visual-novels #games explaining the genre conventions
on 02024-06-04#video on game engines for #visual-novels #games showing Rakugo, Ink, etc., but no demos of anything. Basically this is a video of other people’s websites.
on 02024-06-04#video devlog about making #visual-novels in #Godot. Unfortunately the video is about 60% stock-footage filler, turning a 6-minute video into a 15-minute one. I’ll be sure not to watch any more videos by "Gary the Enchanter". #games
on 02024-06-02#Dialogic 2 is a #games #dialogue system for #visual-novels, developed for #Godot 4, under an MIT license. It’s currently in alpha 14 (five days ago).
on 02024-05-26#video on MIT-licensed #Godot #dialogue system for #visual-novels. It’s called GodotEzDialoguePlugin because the author is YouTuber “real-ezTheDev”, aka #DeveloperEzra. He demonstrates using the Godot UI widgets, defining new node classes in scripts, connecting signals to callbacks, getting bugs due to implicit @onready invocation, loading JSON files in the node inspector, etc., really a full Godot development tutorial. He came up with an ad-hoc ASCII textual language for writing his dialogues, including --- for page breaks within a single dialogue, which displays as a boxes-and-wires graph. It looks like it might be a little more work to use than #Dialogic, because it’s much more narrowly focused, but by the same token, maybe more flexible and easier to debug. The dialogue system supports variable interpolation and conditionals on state variables passed in from the main GDScript logic, as well as emitting “custom signals” that are handled synchronously. #games
Very poorly edited #video how to make simple #visual-novels in #Godot 4 with #Dialogic. Apparently you put stuff in the “addons” directory to make them appear in Project Settings → Plugins. After creating the dialogue you can Dialogic.start("res://whatever.dtl") in your _ready. #games
#Godot removed VisualScript #visual-programming in Godot 4. #video Now it’s called Godot Orchestrator and is a GDExtension. One of the suggested uses is “Design complex dialogue conversations for NPCs for any game,” as in, #visual-novels. It’s literally programming by drawing flowcharts, like, 01950s style flowcharts, with arrows to indicate control flow. The main differences are that now the box corners are rounded, the arrows are curved, and there are additional arrows for dataflow. I can see why GameFromScratch said “honestly it never felt like an improvement or viable alternative to GDScript. In fact, it always felt like writing GDScript, just in a less efficient manner than typing.” It’s almost like #GRAIL.
on 02024-05-19