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This definitely sounds interesting, as you could then make a glossary that has a short form that will show up in dialogue, but a more complete description that can be used in a lore section for the visual novel.
Would this also mean that the glossary entries themselves could be stored outside of the glossary? Perhaps the role of the glossary is a bit too large and it could be broken up, like how in godot 4.3 the TileMap node, which contains layers has been superseded by TileMapLayers instead that you can control separately. Although it would add a little bit of project bloat and makes creating new entries a little bit more involved, i think it might make the entries easier to work with outside the context of dialogic.
I am not too sure how exactly it would be implemented, but here are some options i've come up with so far;
Folders act as a category (the root to the glossaries directory would most likely have to be saved in the project settings for that) and glossary entry resources inside that directory would automatically be added to that category. Adding and removing to entries can be pretty quick, but can be easy to mess up and have unrelated files in the directories.
The glossary would hold references to glossary entry files. With this approach glossary entries can be part of multiple categories.
As for how the entries would be visualized inside of the editor, i think that a system close to how timeline events are visualized could help out to make it easily modifiable.
Allow the user to define a resource to use for Glossary's entries instead of strictly defining what the Glossary entry looks like.
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