Game dialogue is important, especially in an adventure game like mine.
Being able to quickly and easily write branching dialogue and test it in the game is critical.
That's why I made SayWhat.
SayWhat is my branching dialogue editor that I use to write dialogue for my game
A while ago I made the first version of my dialogue editor and runtime and called it SayWhat.
I've been using it in my game since then but I've been wanting to revise how it works.
The editor is kind of clunky and the syntax is a pain to use, especially once you start introducing conditional lines and lots of branching.
So, I had a bit of time over the last few days allocated to see how far I can get into making a new version of SayWhat; one that felt better to use and had a better language syntax.
The previous version of SayWhat was kind of clunky.
The old SayWhat was made using TypeScript and Electron and while I have nothing against Electron (except maybe the file size) I wanted to see if I could use Godot itself to make the new editor.
A couple of months ago I toyed with idea of making the editor to be something similar to Emelio's Dialogic. I'm a big fan of Dialogic and one of the only reasons I'm not using it in my game is that I want a bit more control than it provides.
In the past I've made games using Ink to handle branching narratives and I do like the simplicity of just writing the dialogue as a text-based script.
Plus I've been reading a bunch about YarnSpinner and I like the simplicity of the text-based approach there too.
I started by re-writing some of my game dialogue in the format that I'd like to end up with once this fictitious new parser was ready.
# This is a node title Character: This is some dialogue. if some_variable == true Character: This will only be said if some_variable is true. elif something_else >= 10 Character: Otherwise, this will be said if something_else is more than 9. else Character: And if both of those are false then I'll say this. if get_some_value() Character: This is an inner condition check where some value was true. // This is a comment. do play_animation("wave") set some_variable = false set another_variable = get_some_value() Character: And here are some response options. - First one Character: If you choose the first option I'll say this. Character: You can use indented blocks for responses. Character: You can also use a goto like the second option. Character: If you go to # END it will end the conversation. Character: Otherwise, it will continue below the responses list. - Second option [if check_thing()] goto # Another node - End conversation goto # END Character: If you picked the first option then we will end up down here. Character: Once a block has no more lines it will end the conversation. # Another node Character: This is a second title. Character: We are here because you chose the second option.
I wanted conditions and responses to be able to have indented blocks underneath them to define the lines that belong to them.
I also wanted to add
else as keywords to help with alternative conditional blocks.
Then I worked out a basic Dictionary structure that the parser would generate from those lines.
Having a start and a finish, it was then just a matter of writing a bunch of code to translate between the two.
Using Godot to make apps is fun.
It ended up being simpler than I expected with the whole parser being only about a hundred or so lines of code.
The next step was filling in the rest of the app stuff like saving and loading and the general UI.
Thanks to Godot, this part was easy.
In no time I had an app that could read my syntax and output a Godot resource.
The last step was to update my existing Godot addon to use the new output format.
In spite of the fact that the outward facing API remained pretty much the same, the internals of the addon are almost totally new.
When I was building the editor I decided to move a bunch of the condition and mutation parsing out of the addon and into the editor's export code.
That made things a bit simpler in the addon because the complicated stuff was already calculated.
I also changed how the state objects were being checked and allowed for more than one to be passed in.
In my own game I have a persistent
GameState object that tracks whole-game stuff as well as an ephemeral
SessionState object that just remembers stuff needed until the player has finished their current play session.
This meant I could tidy up a bunch of the game code and take some conditional stuff that used to exist as methods on a few scenes and move it into the dialogue itself.
Ok, let's look at how to use SayWhat with Godot.
Grab a copy of the addon and drop the files into
res://addons/saywhat_godot and enable
SayWhat in your project's plugins.
This gives you a global
DialogueManager that will give you lines of dialogue to display.
You can add any game state objects you have (mine are
SessionState for temporary values and
GameState for persisted values):
DialogueManager.game_states = [SessionState, GameState]
Then, when you need to grab a line of dialogue (assuming you have it's title) you can do something likes this:
# This resource is the file that you would have exported out of SayWhat var resource = preload("res://assets/dialogue.tres") var dialogue = yield(DialogueManager.get_next_dialogue_line(title, resource), "completed")
dialogue object that gets returned will be the first line that passes any condition checks and after running any mutations that were found along the way.
Now, assuming we had some dialogue like this:
if some_variable >= 0 Coco: Hello do some_action("example argument", 10) Coco: That was a function!
...you would need to make sure that we have a property called
some_variable defined on the current scene or one of the game states (in my case,
var some_variable: int = 0
You would also need to implement a
some_action method on either the current scene or one of those game states.
# The argument names themselves don't really matter func some_action(some_string: String, some_number: int) -> void pass
If you are missing a property or method the addon will throw an error and tell you what you are missing.
It's also up to you to implement the actual visualisation of the dialogue.
In my game, I have something this:
# Start a conversation func show_dialogue(title: String, dialogue_resource: DialogueResource = null) -> void: var dialogue = yield(DialogueManager.get_next_dialogue_line(title, dialogue_resource), "completed") if dialogue != null: var balloon := DialogueBalloon.instance() balloon.dialogue = dialogue add_child(balloon) # Dialogue might have options so we have to wait and see # what the player chose show_dialogue(yield(balloon, "dialogue_actioned"), dialogue_resource)
Which finds each line and shows a text balloon, then waits for it to be actioned before calling the next one or ending the conversation.
If you need more help with implementing dialogue then have a quick look at this example project.
And the editor can also export standalone HTML pages for SayWhat stories too.
I still have a number of ideas for other things to add to the editor and runtime but I'll wait to add them until I actually need them.
In all, it has been a productive few days and I'm definitely happy with the result.
Once again, Godot has proven itself to be a great way to make stuff.