dialogic-godot / dialogic

💬 Create Dialogs, Visual Novels, RPGs, and manage Characters with Godot to create your Game!
https://dialogic.pro
MIT License
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Expand towards UI strings #1481

Closed stephanbogner closed 1 year ago

stephanbogner commented 1 year ago

Is your feature request related to a problem? Please describe.

Describe the solution you'd like

Describe alternatives you've considered

Jowan-Spooner commented 1 year ago

Hi @stephanbogner. I can see this being handy, but I doubt the core maintainers will implement this soon.

For me the most interesting question would be: why as a part of dialogic and not a separate plugin?

I could see multiple reasons:

You've mentioned translations: are there any other things you would want this system to do? If it's just that using godot's built in translation system might honestly be easier, idk.

Luckily dialogic 2 is very modular so making something like this as an extension would also be possible pretty easily (meaning the integration is easy, not the actual building of the thing itself necessarily).

Could be cool to have this imo, but we'll have to see where it goes.

stephanbogner commented 1 year ago

@Jowan-Spooner Thanks for your quick reply and no worries regarding implementation: I wanted check out if I oversaw something and also if there would be interest, or if it's just me.

Context: I am currently working with a friend on our first commercial game (after experiments, gamejams, etc.) and I want to make sure that we choose solutions that allow the complexity required / make our lives easier.

For me the most interesting question would be: why as a part of dialogic and not a separate plugin?

You've mentioned translations: are there any other things you would want this system to do? If it's just that using godot's built in translation system might honestly be easier, idk.

I am looking at it in terms of workflows/systems:

But ... now that I read more about Godot's implementation, there of course is also the case of translated audio files (which I won't have but nevertheless) and then there would be the question: If now all text content is in Dialogic, then why not expand to audio content as well. But then Dialogic becomes a library for dialogues AND translations which wouldn't be very focussed :sweat_smile:.

It would be cool if Godot could take care of the i18n bit and Dialogic would hook into that: Then it would be best of both: A streamlined workflow for translating provided by Godot and a robust Dialogue system via Dialogic. (Some wishful/random thinking there obviously)

It's not easy to decide where to draw the line, because probably also the glossary feature goes much further than what Dialogic's main use case is :thinking:

ii4y-studios commented 1 year ago

Glossary is a stretch on the directoin of Dialogic, yeah, but its also an actual extension of dialouge itself, since it's meant for highlighting keywords that are in that dialogue. the UI and things text isn't really, though, without hooking more into it

now if you wanted it together for a usability's sake for your team, using the UI compnents and menus of Dialogic and having it all in one place in it and consistency, perhaps that might be a good idea for an addon for Dialogic? some other things too that wouldn't necessarily be part of it, such as RPG stuff like quest systems or stats, some people have indicated intent to make for themselves as Dialogic addons so they integrate together with everything else

stephanbogner commented 1 year ago

Glossary is a stretch on the directoin of Dialogic, yeah, but its also an actual extension of dialouge itself, since it's meant for highlighting keywords that are in that dialogue.

Ah interesting. Did not know that this. Thanks for sharing.

the UI and things text isn't really, though, without hooking more into it

Totally agree.

now if you wanted it together for a usability's sake for your team, using the UI compnents and menus of Dialogic and having it all in one place in it and consistency, perhaps that might be a good idea for an addon for Dialogic?

Good call. I am gonna see how far Godot's tools carry us and if we notice bringing it all together inside Dialogic would make sense then I'll consider this, thanks :)

BTW: Feel free to close this as "not doing" or something, if you wish.

ii4y-studios commented 1 year ago

will do, thank you :)