Roadmap and future plans


Hello ( ̄▽ ̄)ノ

Last update of this Dialogue Engine is from 2022, because I have been working on Strategy Game But With a Penguin Who Has a Sword.

In this devlog, I will tell about what updates are planned and other stuff.

Roadmap to 3.0.0

Here is what I have planned:

2.8.0

  • Easier controller support
  • Backlog improvements
  • Code improvements and bug fixes

2.9.0

  • More portrait sprite options, like using portrait with speech bubbles, having 2 portraits or more at the same time, etc.
  • Possibility for 4 or more choices instead of max 3.
  • Text effects
  • More options for continue icon position
  • Auto advance dialogue option

3.0.0

  • Polishing all these features
  • Fixing any bugs
  • Improving and simplifying the code (because the simpler the code is, the smaller possibility for bugs)

The order of these updates might change. For more details, see my to do list.

After 3.0.0

I have been doing some little projects with another engine, Godot, and I’m planning on using it for some of my future game projects. However, I have noticed that, even though there are many good free dialogue systems for it, none of them have all the features that this has and they are just not as fast and efficient to use as this.

But rewriting this for GDscript would be boring and mantaining 2 versions would be a lot of work.

So…

I’m thinking of rewriting this engine in c++, to have one version of it that can be used in many engines.

Well, at least most of the code could be the same. I still need to investigate more to be sure that the GameMaker version would work easily for users. But it will be a long time before version 3.0.0 arrives. (1-2 years?)

Conclusion

The game I mentioned will be released April third. After that I will be updating it for some time and working on other projects, so version 2.8.0 will be coming in summer or autumn probably.

That’s all. ┐(シ)┌

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Comments

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It seems pretty good; I just don't know how it would be used for dialogues in different languages. 

(2 edits)

It’s easy to add different languages to it. Instead of using strings directly, you just use variables.

For example, in my games I usually have all the text of the game in different languages in a csv file and load it from there to variables that I use with this dialogue engine. You can probably find more info about it in the internet.