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Little late on this again, this time I have a little more substance to show. I feel like I really made a bit of a breakthrough in my coding education. The video shows off the following:

  • The game loads dialogue text from a text file, and can parse the character names and line separation.
  • I didn't record the audio, but I can play a sound clip with each new dialogue line. 
  • The text is displayed letter by letter.
  • If the player clicks, the text is displayed faster.
  • Once all text is displayed, it waits for another click before showing the next line.
  • The systems detects when there are no more dialogue lines in the queue, and will automatically load the next scene. For demo purposes, this is just the main menu in the video, but I can point it to any scene I want.

For my next trick, I'm still deciding if I want visual-novel style characters to slide on screen to go with their dialogue, or if I just want it to go with some simple background art. Any opinions?

Ah yes, I also just finished recording my commentary for the Ryuko sketches. I'll have that processed and uploaded soon, in time for next week's update at the very latest.

Last but not least, it's time to open this month's request contest! I'll be making another post tomorrow for my $5+ patrons to submit their crazy/fun/sexy ideas!

'Til next time,

Red

Files

Previews only

Early Version of Dialogue System

This video shows my work in progress visual novel-style dialogue system. I can input my dialogue script in a text file format, and Unity will parse the character names and dialogue lines in-game. Text appears letter by letter, and appears faster if the player clicks the mouse. Once the dialogue is fully displayed, it waits for a mouse click to go to the next line. Lastly, once the system detects there is no more dialogue queued, it loads the next scene.

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