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Re: [Adonthell-devel] Dlgedit 0.8pre1


From: Alexandre Courbot
Subject: Re: [Adonthell-devel] Dlgedit 0.8pre1
Date: 19 Feb 2002 21:15:44 +0100

> An early version of the new dialogue editor is in CVS (road_to_0-4 branch), 
> and I'd like to use the opportunity to see if there are any wishes for new 
> features or improvements.

Just tested it. Although the list of ideas is good to me, I was unable
to create any node. Mouse control are totally disabled. On the other
hand, I have been able to load a dialog. Is it normal?

I'd just add to make sure the editor doesn't need a game directory any
more, with the ability to import character/quest files.

About the modularity, it sounds like a difficult thing to achieve. I'd
say that if someone wants to isolate some nodes that can be considered
as a part of the dialog, he can do it and make connections from his
"subdialog" to the main part - there's no need to hide them. Dialog
re-usability sounds interesting, but the only case when I can think of
re-using a dialog is to re-use it completely. I mean, characters will
have different ways to tell things, even if the message is the same.

Still, it seems to turn even better than it was. And it was already
quite good - the dialogs are probably the most complete part of the game
right now.

Alex.
-- 
http://www.gnurou.org




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