Hello,
I have the same goal... I'm planning to use this as a engine:
https://assetstore.unity.com/packages/t ... ine-109302...And maybe Articy for creating the dialogs and so on, basic flow. You could write the dialog inside the Choice-engine, but that gets messy and you lose the bigger picture really fast. I was actually just Googling for some node-based design soft (flowchart etc) that could output XML, and found this... with 30 minutes experience, it's promising although there's lot to learn...
Oh yeah, and the XML: Choice engine reads it... it's just not formatted right, but I can wrote small program to make it right, re-parse it. Example node-chunk export below. If I could fuse these two it would make my (designers) life so much easier!
- Code: Select all
<loadLevelBuildSettingsIndex>0</loadLevelBuildSettingsIndex>
<fadeOnLoading>false</fadeOnLoading>
<customStartingNode>0</customStartingNode>
<text_area_sensitive>true</text_area_sensitive>
<dispawn_prev_options>true</dispawn_prev_options>
<change_background>false</change_background>
<DisableBackgroundImage>false</DisableBackgroundImage>
<setBackgroundVideo>false</setBackgroundVideo>
<requestPlayerName>false</requestPlayerName>
<display_name>true</display_name>
<character_name>Alice</character_name>
<displayPlayerName>false</displayPlayerName>
<next_is_random>false</next_is_random>
<change_sound>false</change_sound>
<play_once>false</play_once>
<kill_previous_clip>false</kill_previous_clip>
<fade>false</fade>
<animate_sprite>false</animate_sprite>
<loop_animation>false</loop_animation>
<animation_spawn>0</animation_spawn>
<animation_delay>0.1</animation_delay>
</dialogue>
<dialogue>
<label>C27</label>
<content>Anyways, how about trying to hide this annoying text window?</content>
<node>26</node>
<next_node>27</next_node>
<next_node_affection_fail>0</next_node_affection_fail>
<itemCheck />
<next_node_item_fail>0</next_node_item_fail>
<loadLevelOnClick>false</loadLevelOnClick>