Reply To: Dialogue Tree First Impressions / Eval / Requests

NodeCanvas Forums General Discussion Dialogue Tree First Impressions / Eval / Requests Reply To: Dialogue Tree First Impressions / Eval / Requests

#10567
Gavalakis
Keymaster

Hey!

Thanks a lot for the detailed video regarding your requests 🙂
Let me adress them one by one:

1. Show last dialogue text.
I’ve implemented this and is now possible. The last dialogue text is now shown along with the multiple choice options UI if the node just before the MultipleChoice node is a “Say” node, this is done automaticaly.

2. Adding options first and connections later.
I’ve just changed the MultipleChoice node to work this way instead of like you said “backwards”. Thus you can now first add options and connect child nodes later.

3. Ports and automatic sorting.
I really think that automatic sorting from left to right is intuitive in this case. Maybe I’ve become used to it, but I think the automatic sorting from left to right, enforeces a more clean dialogue tree design (instead of connections criss-crossing each other for example).
As for connections outgoing from the right side of the node, if I were to change the connection style of the MultipleChoice node, then I would have to change it for all the nodes as a whole for consistency, but I really like a top-to-botom tree for dialogues instead of left-to-right as in my mind it makes a bit more sense visually. I agree that the MultipleChoice node specificaly could work better in a left-to-right approach, but it’s a bit of a sacrifice in favour or the rest.
I really hope this section is not a big issue for you. I will further take a look at how to possibly improve this, while keeping the connections style top-to-bottom.

4. Choice conditions.
This is already possible and you can add conditions per option. If a condition is false, the option will not be shown in the UI. To add a condition to an option, you have to select the revelevant connection. I just opted to put the UI in the connection so that the MultipleChoice inspector remains cleaner, but I can see how that can lead to some confusions. Thus, I just changed this and the conditions inspector are now shown within the MultipleChoice inspector under each option like your describe in the video.

Finaly, regarding custom dialogue nodes, if you are refering to Actions and Conditions, you can use made Action and Condition Tasks, within the dialogue tree, using the Action and Condition dialogue tree nodes as well as said above, within a MultipleChoice node for the options. Are you though refering to creating completely new dialogue nodes that do something other that what’s already possible? If so, what kind of node for the dialogue tree would you like to see?

Thank you!
Gavalakis Vaggelis

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