Another option if you don't want to implement it yourself though is to use an already built library. I've been playing with YarnSpinner a little bit recently and I'm liking it so far. I can't give much more details than that, but it's maybe worth a look. At least for some reference. Source: 11 months ago
I looked into other solutions, but haven't tested them yet: (Ink)[https://www.inklestudios.com/ink/] (Yarn)[https://yarnspinner.dev/]. Source: about 1 year ago
I am currently working on a 3d Unity game that uses a classic visual novel interface for conversations with NPCs. I am using Yarnspinner for the VN parts. It's a very powerful and flexible middleware that allows you to write your dialogue trees in a very simple domain-specific language. Source: about 1 year ago
After writing several own dialogue solutions, I decided to use Yarnspinner as a dialogue scripting solution for my latest project. It's really powerful, flexible and easy to use. I see no reason why I would ever want to invent my own again. It comes with a sample dialogue UI, but the website has a guide for how to create your own. Source: about 1 year ago
Find ways to tell those stories without complex mechanics. Visual novels and text adventures are a great example. If you have a budget, hire a good artist and maybe look into voice over actors. If you're short on budget, look into AI to generate images and even to do voice over. As for tools you have Twine, Ink and YarnSpinner, to name s few and, in terms of game engine, don't lose too much time picking one.... Source: over 1 year ago
It’s a package for Unity. It handles all the dialogue stuff for you, and gives you software to write dialogue too. You can check it out on their website https://yarnspinner.dev. Source: over 1 year ago
One example of such a markup language is yarnspinner. Another is the language used by Ren'Py. But it is very well possible that whatever project you work on uses something completely different. So a minimum of technical comprehension is required in the business. The only way you can expect a tech guy who translates your writing into whatever markup syntax the game engine requires is if you are some super-celebrity... Source: over 1 year ago
Additionally, we've used the Yarn Spinner tool to script the story, which later was imported into the game engine. Source: over 1 year ago
We've used Yarn Spinner for scripting the story. A couple of our developers were already pretty familiar with Twine, which has a very similar interface, so it was the most intuitive option. Source: over 1 year ago
We've used the standalone version of Yarn Spinner (it's basically Twine but made specifically for scripting) to script the game and then imported the files into Godot. Worked out pretty good despite the humongous amounts of text the game has. Source: over 1 year ago
P.S. Another alternative is to make an interactive story using something like Yarn Spinner or Ink. It would allow you to tell your story in a "choose your own text adventure" format. Source: over 1 year ago
Https://yarnspinner.dev/ is my go-to, and does all the compiling/localization stuff for you. It's open source so there are some Twine-like tools for node-based script editing, a VS Code plugin. Hope that helps! Source: almost 2 years ago
GDC just uploaded a video about Yarn Spinner. Take a look at how it handles variables, and it may be what you're looking for. Its backend is Unity. Source: about 2 years ago
Godot also has addons for Ink or Yarn language support (which is a popular language for writing game dialogue) Godot Yarn Spinner Godot Ink. Source: about 2 years ago
Yarn is a simple, writer-friendly language used to describe dialogue trees (think choose-your-own-adventure, or videogame dialogue boxes). Source: over 2 years ago
We used yarn with Unity when making a VN for a game jam. It worked well--it has a decent level of support for Unity already, and as /u/ziptofaf has said having the ability to do things other than pure VN is useful. The extra work was not much--took a few hours to get the basic text components and UI designs set up, and then you just made a prefab and swapped your yarn scripts in and out. Yarn also natively... Source: over 2 years ago
I am using Yarn Spinner as a source, and it uses own approach to localization. And I do not follow it in full. So I will do some highlights:. Source: over 2 years ago
Only if you write an importer that will then require a parser and what not. But yarn spinner seems to be becoming the new thing. I haven't tried it myself but they do have an importer for Unity. Here is the link: https://yarnspinner.dev/. Source: over 2 years ago
Last game I worked on we used Yarn to handle dialog. We had about 375 scripts for around 200 unique characters. Yarn files were sorted by locations in the game, and we actually converted them all to plaintext and uploaded them to google drive so that writers could edit them without having to download the repo. We would pull them down and convert them back to Yarn scripts every week to test them in game. Source: over 2 years ago
We're using two own systems inspired by https://yarnspinner.dev/. Source: over 2 years ago
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