"If I were to make it from scratch knowing all the lessons we've learned, it'd probably take one person 4 months to do" really speaks to the pain of development and the power of iteration lol. The most useful piece of advice I heard recently was from the hearthstone devs, which is one of their mottos: "solve the problems you have." It's impossible to create a tool like this from scratch and get everything right the first time, and even if you had learned all the lessons it'd still take a competent dev 4 months to get something full featured and clean (and honestly it's probably an underestimate knowing software estimations).
Very helpful GDC talk. Short, has the all the essentials, and getting the proper infos you expect for from the title. Even the follow-up Q&As were very good.
This is a great talk and there are also two GDC talks on Inkle by the 80 Days team that are incredible if you haven't already seen them. Plus their tool is free and available for unity or adaptable to other engines.
Looks like there is no clear winner betweeen Node Vs TreeView based dialog tools, because I have watched multiple talks and some say TreeViews are better and some say Nodes are better, I guess in the end both versions would work fine and the most important part is that the editor is as easy to use as possible and has many qualitiy of life features like a good dialog flow overview, good search tools, debug tools etc. I will admit that im not a huge node editor fan myself, but I have never seen something like their "Linked Node" concept to avoid these messy cross lines between nodes, so I will "steal" that idea if I ever have to implement a node editor for dialogs.
Having used the NWN2 toolset dialog builder, I can tell you that they would have had to build conversations backwards in some cases. It worked well if you didn't have branching dialog, but even just one branch would become a nightmare. I totally feel their pain on that, and having played Obsidian's later games, I think NWN2 could have been better with their dialog tool.
Okay but what is up with the old ribbon menu? Jokes asside this was a really god talk. I really like when they have both the users and the developers represented in the talk.
I'm almost certain that is a in house tool they developed. There are some tools I saw talked about on gamesfromscratch that might be worth checking out
@@glowiever i think thats what she actually said in the first 2 or 3 minutes. Don't quote me on it. I'm looking into the other free software for dialogue on gamesfromscratch. I'll come back and share what I find
"If I were to make it from scratch knowing all the lessons we've learned, it'd probably take one person 4 months to do" really speaks to the pain of development and the power of iteration lol. The most useful piece of advice I heard recently was from the hearthstone devs, which is one of their mottos: "solve the problems you have." It's impossible to create a tool like this from scratch and get everything right the first time, and even if you had learned all the lessons it'd still take a competent dev 4 months to get something full featured and clean (and honestly it's probably an underestimate knowing software estimations).
Hell yeah! As soon as I saw the title I thought, "I hope this is about Obsidian.'
Very helpful GDC talk. Short, has the all the essentials, and getting the proper infos you expect for from the title. Even the follow-up Q&As were very good.
This timing is unbelievably amazing! I was just about the search your channel for branching narratives!
This is a great talk and there are also two GDC talks on Inkle by the 80 Days team that are incredible if you haven't already seen them. Plus their tool is free and available for unity or adaptable to other engines.
@@evanlane1690 • Yeah, those talks were great too! Thanks for the reminder!
Pretty awesome tool. Been using Twine/Twee to try and do something similar.
Looks like there is no clear winner betweeen Node Vs TreeView based dialog tools, because I have watched multiple talks and some say TreeViews are better and some say Nodes are better, I guess in the end both versions would work fine and the most important part is that the editor is as easy to use as possible and has many qualitiy of life features like a good dialog flow overview, good search tools, debug tools etc.
I will admit that im not a huge node editor fan myself, but I have never seen something like their "Linked Node" concept to avoid these messy cross lines between nodes, so I will "steal" that idea if I ever have to implement a node editor for dialogs.
Man, who knew Bruce Willis was into game development?
Having used the NWN2 toolset dialog builder, I can tell you that they would have had to build conversations backwards in some cases. It worked well if you didn't have branching dialog, but even just one branch would become a nightmare. I totally feel their pain on that, and having played Obsidian's later games, I think NWN2 could have been better with their dialog tool.
Okay but what is up with the old ribbon menu?
Jokes asside this was a really god talk. I really like when they have both the users and the developers represented in the talk.
Those scripts for skill checks, backgrounds and race. Im drooling
Fantastic talk
is there downloadable available? 😗
I'm almost certain that is a in house tool they developed. There are some tools I saw talked about on gamesfromscratch that might be worth checking out
@@YOUCANTDOTHATONTELEVISION what did they use to build it? looks like ms office-ish app. pretty neat.
@@glowiever i think thats what she actually said in the first 2 or 3 minutes. Don't quote me on it. I'm looking into the other free software for dialogue on gamesfromscratch. I'll come back and share what I find
Hey, so there was dialogic which is a add on for Godot engine. Don't know if that interests you but I'm pretty sure there was one or two more.
@@YOUCANTDOTHATONTELEVISION : dialogue-designer on itch.io.
Very cool
What a coincidence... Just what I was looking for.
emilio’s dialog editor could beat up your dialog editor
вау, круто