Localization Support: Load localized dialogue data based on the player's language settings, ensuring the conversation stays relevant and coherent in various languages.
Properties:
Language: Dropdown or setting to select the desired language (e.g., EN, FR, DE).
Signals:
dialogue_started: Emitted when a dialogue sequence starts.
dialogue_ended: Emitted when a dialogue sequence ends.
2. DialogueTextNode
Text Display: Dynamically shows localized character lines based on the chosen language.
Properties:
LocalizedText: A dictionary or map where keys are language codes (e.g., "EN", "FR") and values are the localized text.
Character Name Display: Option to show the localized speaking character's name.
Properties:
LocalizedName: Similar to LocalizedText, but specific to character names.
Typewriter Effect: Type out the text in a rhythmic manner, making it appear as if it's being typed out in real-time.
Signals:
text_display_started: Emitted when the text starts to appear on the screen.
text_display_completed: Emitted when the entire text has been displayed.
3. ChoiceNode
Multiple Choices: Presents the player with multiple dialogue options, localized based on the chosen language.
Properties:
LocalizedChoices: A dictionary or map with language codes as keys. Each key corresponds to a list/array of choices in that language.
Choice Result: Determines the dialogue flow based on the player's selection.
Time Limit: Optionally gives players a limited time to make a choice, with potential for default choices if time runs out.
Properties:
TimeInSeconds: How long the player has to make a choice.
DefaultChoiceIndex: The choice that gets automatically selected if the player doesn't decide in time.
Signals:
choice_presented: Emitted when the choices are shown to the player.
choice_selected: Emitted when the player makes a choice, passing the index or value of the chosen option as an argument.
By integrating localization into the nodes, the dialogue system becomes more accessible and adaptable for global audiences. The inclusion of signals ensures that other parts of the game can react to dialogue events, facilitating dynamic storytelling and gameplay integration.
1. DialogueNode
Localization Support: Load localized dialogue data based on the player's language settings, ensuring the conversation stays relevant and coherent in various languages.
Properties:
Language
: Dropdown or setting to select the desired language (e.g., EN, FR, DE).Signals:
dialogue_started
: Emitted when a dialogue sequence starts.dialogue_ended
: Emitted when a dialogue sequence ends.2. DialogueTextNode
Text Display: Dynamically shows localized character lines based on the chosen language.
Properties:
LocalizedText
: A dictionary or map where keys are language codes (e.g., "EN", "FR") and values are the localized text.Character Name Display: Option to show the localized speaking character's name.
Properties:
LocalizedName
: Similar toLocalizedText
, but specific to character names.Typewriter Effect: Type out the text in a rhythmic manner, making it appear as if it's being typed out in real-time.
Signals:
text_display_started
: Emitted when the text starts to appear on the screen.text_display_completed
: Emitted when the entire text has been displayed.3. ChoiceNode
Multiple Choices: Presents the player with multiple dialogue options, localized based on the chosen language.
Properties:
LocalizedChoices
: A dictionary or map with language codes as keys. Each key corresponds to a list/array of choices in that language.Choice Result: Determines the dialogue flow based on the player's selection.
Time Limit: Optionally gives players a limited time to make a choice, with potential for default choices if time runs out.
Properties:
TimeInSeconds
: How long the player has to make a choice.DefaultChoiceIndex
: The choice that gets automatically selected if the player doesn't decide in time.Signals:
choice_presented
: Emitted when the choices are shown to the player.choice_selected
: Emitted when the player makes a choice, passing the index or value of the chosen option as an argument.By integrating localization into the nodes, the dialogue system becomes more accessible and adaptable for global audiences. The inclusion of signals ensures that other parts of the game can react to dialogue events, facilitating dynamic storytelling and gameplay integration.