Closed Lamby777 closed 3 months ago
Or I could try a well-tested dialogue plugin but calling that from gdextension might get annoying. Plus that feels like cheating lol
Done for the most part, just need to implement choices and make it less annoying to work with.
Honestly, fuck mod loader support. That's the reason why I created dialogical and got rid of the global function table, but if people want to mod the game, there's always the option of using git since it's an open-sauce game. Trying to keep support for mod loaders is ruining the chances of creating an actual final product.
Making all the dialogues into Rust functions in a bunch of separate files in somewhere like
src/dialogue/dialogues/
is gonna save a lot of frustration with inline GDScript and stuff. May be more annoying to handle selections, though, but that can be refactored anyway if it becomes an issue.The hard part is gonna be decoupling the dialogue logic from the extra features dialogical provides. Still gonna use the types from dg, but I'll need to figure out a way to do stuff like running code on choice picked, await a response, etc.