Dialogical update v1.3

Posted by Gru on 28 September 2016.

Overall, I would like to impress upon you how much care and work goes into assets like this. You, as asset creator, have to test on various versions of Unity, consider what happens with every feature when play mode is entered/exited, Unity is closed, what happens when the project is built, how to handle existing configurations from previous versions where customers have projects in progress and want to minimize upgrade hassles with new versions, and never introduce any breaking changes. Overall it's a lot of thought that mostly goes towards creating a respectable framework of high quality, while at the same time providing maximum flexibility for potential future features. Problems faced with every framework are faced here, all the way from interface button positions, to saved data at existing users, to existing variable names. There are inherent dilemmas when to introduce breaking changes for the sake of refactoring. Dialogical v1.3 does not introduce any such changes, in fact all the features "just work" with existing projects.

Why Dialogical and why the new price

Posted by Gru on 18 August 2016.

Revolutionary version of Dialogical that brought the techniques for working with parameters.

Dialogical is Now version v1.1

Posted by Gru on 14 August 2016.

Dialogical is Now version v1.1. The news in this version is added compatibility with with unityserializer-ng, which allows saving dialogues mid-conversation if you are already using this solution to save your game.

More upgrades coming soon.

Tips for publishing on Unity Asset Store

Posted by Gru on 18 April 2016.

If you are thinking about publishing your own Unity extension, I can give you some tips.

Dialogical is now on Unity Asset Store

Posted by Gru on 18 April 2016.

Dialogical was created to be best-in-class, lightweight, intuitive, extensible, applicable to any kind of project - dialogue management solution for your game. Modern looking, polished and fast, this extension was just what you need if your game features complex branching dialogue between characters. From a visual novel to a complex RPG, we got you covered.

It wasn't designed to create the GUI for you, but to allow you to integrate it with any kind of GUI solution out there. It also wasn't designed to provide any kind of visual coding support, but to allow your code to plug in at the right places. This is in line with the general philosophy of extensibility and adaptability, and thus allows you to use any kind of complex logic or variable type. This dialogue system is totally abstracted from the UI implementation and your variables and logic - it just feeds data through events.

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