Martin Harris 9 Posted April 7 Share Posted April 7 Dialogue Creation Editor This is my long term project. D4Dialogue is an application specific editor for story and dialogue creation. In one application a game designer can target a gaming experience toward the player by directly integrating storyboard dialogue with game state functions. The flexibility of the D4d allows for branching, alternative endings and easter egg inclusion AT THE DEVELOPMENT STAGE of game design. Between this application and game code programming, story possibility can be fully explored, organised and exported into game engine code (JSON). By combining conditional code with story elements the writing process is simplified whilst also ensuring the writers intended storyline, timeline and character arc are fully referenced alongside the game play. Potential plot problems will be identified BEFORE game testing thereby releasing production time for other important design elements. The text editor allows the writer to focus on story telling and then quickly conditionalize the game elements visually from within the integrated editor. The main screen holds a highly interactive document binder (left of screen) to quickly navigate the story (nodes), character database (lower) and properties panel (right). Features: Player experience focus for story design Character database with full character arc track and trace Conditional programming interface which highlights ease of use through the GUI Visual referencing of data and stats making summation with large projects a breeze. This is what I have so far. Still working with buttons and looking in to the code for this, but is promising as I can access OpenGL in the centre window. Thanks Josh for the checkerboard code, this is the look I'm wanting to use. The mock up shows what I am intending to do for a main display. Other items I whish to include are a text editor, a node editor for conditional variables, a time line window, and a fully functional properties panel accessible in main (shown on the right) where popular items can be set quickly and conveniently. The bottom panel holds the character database where individuals can thus be drag dropped into main and connected with action boards. These action boards are the main link into game state code and are the fulcrum by which events take place and outcomes are decided. 4 Quote Link to post Share on other sites
Josh 10,028 Posted April 7 Share Posted April 7 Update on Steam: Removed Float() and Int() functions. Added ToFloat() and ToInt() String / WString methods. Widget Get/SetProgress now uses a double float value. Quote Link to post Share on other sites
Josh 10,028 Posted April 10 Share Posted April 10 Removed the global string functions like Trim, Lower, Find, Split, since these exist as methods on the String and WString classes. Quote Link to post Share on other sites
Josh 10,028 Posted Saturday at 03:13 PM Share Posted Saturday at 03:13 PM I am working on a new example here that shows creation of a more complex application: https://www.ultraengine.com/learn?page=AdvancedInterface Window::Enable() and Disable() methods are added. FolderLocation() is changed to GetPath(). Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 05:37 PM Share Posted Saturday at 05:37 PM This is great! thanks Quote Link to post Share on other sites
SlipperyBrick 202 Posted Saturday at 06:06 PM Share Posted Saturday at 06:06 PM On 4/7/2021 at 1:47 PM, Martin Harris said: Dialogue Creation Editor This is my long term project. D4Dialogue is an application specific editor for story and dialogue creation. In one application a game designer can target a gaming experience toward the player by directly integrating storyboard dialogue with game state functions. The flexibility of the D4d allows for branching, alternative endings and easter egg inclusion AT THE DEVELOPMENT STAGE of game design. Between this application and game code programming, story possibility can be fully explored, organised and exported into game engine code (JSON). By combining conditional code with story elements the writing process is simplified whilst also ensuring the writers intended storyline, timeline and character arc are fully referenced alongside the game play. Potential plot problems will be identified BEFORE game testing thereby releasing production time for other important design elements. The text editor allows the writer to focus on story telling and then quickly conditionalize the game elements visually from within the integrated editor. The main screen holds a highly interactive document binder (left of screen) to quickly navigate the story (nodes), character database (lower) and properties panel (right). Features: Player experience focus for story design Character database with full character arc track and trace Conditional programming interface which highlights ease of use through the GUI Visual referencing of data and stats making summation with large projects a breeze. This is what I have so far. Still working with buttons and looking in to the code for this, but is promising as I can access OpenGL in the centre window. Thanks Josh for the checkerboard code, this is the look I'm wanting to use. The mock up shows what I am intending to do for a main display. Other items I whish to include are a text editor, a node editor for conditional variables, a time line window, and a fully functional properties panel accessible in main (shown on the right) where popular items can be set quickly and conveniently. The bottom panel holds the character database where individuals can thus be drag dropped into main and connected with action boards. These action boards are the main link into game state code and are the fulcrum by which events take place and outcomes are decided. Looks like a good contender for articy:draft. Very cool idea and would certainly help formalise the game design/requirements gathering phase of a game project 👍 Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 06:32 PM Share Posted Saturday at 06:32 PM Possibly not a contender, however, I do hope to make a text focused application which is more like scrivener with additional node based editing found in most applications today. My C++ skills are a little rusty, ( I stopped coding in 2000 and now learning the in-between) but I hope to have something like a working app. It is also a great way for me to get into openGL and learn leadweerks ultra app. Unfortunately my time on this project is limited (writing a game for release to alpha soon) but will be adding ideas here and there when possible. Fortunately I am a trained artist so will also have the opportunity to add in some cool looking features to play on the idea of visual / text play story creation. 1 Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 06:41 PM Share Posted Saturday at 06:41 PM 3 hours ago, Josh said: I am working on a new example here that shows creation of a more complex application: https://www.ultraengine.com/learn?page=AdvancedInterface Window::Enable() and Disable() methods are added. FolderLocation() is changed to GetPath(). How do you add in the emogi, when I compile in visual studio in my own code I just get ?? instead of the icon. Do I need to add an extension and how do I add in my own Icons from .svg? Sorry, I'm still a novice. Quote Link to post Share on other sites
Josh 10,028 Posted Saturday at 06:43 PM Share Posted Saturday at 06:43 PM Just now, Martin Harris said: How do you add in the emogi, when I compile in visual studio in my own code I just get ?? instead of the icon. Do I need to add an extension and how do I add in my own Icons from .svg? Sorry, I'm still a novice. Does the icon appear in your source code file when you paste it in? Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 06:47 PM Share Posted Saturday at 06:47 PM 2 minutes ago, Josh said: Does the icon appear in your source code file when you paste it in? yes, it appears in visual studio as do emojis from windows. It asked me if I wanted to convert the unicode, and i clicked on yes, but the compiler didn't show the icon I'm going to compile your example and see what happens Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 06:48 PM Share Posted Saturday at 06:48 PM 5 minutes ago, Josh said: Does the icon appear in your source code file when you paste it in? Your application compiled ok, so there is something in the code I wrote or a setting I need to look at. Quote Link to post Share on other sites
Josh 10,028 Posted Saturday at 06:50 PM Share Posted Saturday at 06:50 PM Put an "L" at the front of your string like this: L"Here is a wide string" Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 06:52 PM Share Posted Saturday at 06:52 PM Oh, that's so simple, thank you. Quote Link to post Share on other sites
Martin Harris 9 Posted Saturday at 07:20 PM Share Posted Saturday at 07:20 PM Emoji's are working ok so will use these. I have linked up the toggle to give a grid onto the openGL screen. This can be toggled on and off with the tool button. 1 Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.