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I've been thinking for a long time about how to do dynamic dialogue during gameplay. Still have a few issues, but I think I'm starting to get close.
10 条评论

I like the floating dialog for out-of-combat! But mid-combat I think it's really easy to miss

interesting, I had almost the opposite instinct, that it's easier to read text when it's near the action, and it's ok to miss some of it since the individual lines are not as important as the general vibe.

It's hard to read with the speech bubble moving around. Maybe lock them into screen space once they spawned? I really like those kind of features, however I'd be lying if I said it feels fully fleshed without voice-over. Poor man's patch beeing a speech log somewhere, maybe?

yeah text log is a necessity when you play loose with this sort of system, because there's no getting around missing things when it's not the main focus of the gameplay. Well, I don't expect all players to read this sort of text anyways, so it's mostly just bonus characterization

This looks great, very fluid! Keep it up 👍🏼

This looks amazing! I'm a UI design specializing in accessible design. You may consider going larger rhan you think for text, esp. In motion. I also wonder if you could move the text slightly slower so that the eyes can track it better. I'll be following along for updates!

thanks for the feedback! these are definitely very valuable ideas, although I weep at the thought of redesigning the font to be larger haha

It looks fantastic and is quite better than overly complicated UIs, which can distract you from the immersive experience.

I love it

this is something I wish I had the time for when I originally made NYKRA, I had a huge list of quips and responses EO and Keu would make to each other. seeing this makes me realise how good it could have been; fantastic job~! 🙏
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