LittleMouseGames / whiskers

A Visual Dialogue Editor made using the Godot Engine

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Proposal: `Exported` file containing just dialogue and `Raw` file containing all information.

yochrisbolton opened this issue · comments

As whiskers gets more complex, it makes less sense to have the graph information ( like location, data associated with it, etc ) inside the exported dialogue asset. I propose this:

When working on a project, there is a raw file that contains:

  • The dialogue information
  • The current graph information ( location, data, etc )
  • And the history object ( used for Undo and Redo functions )

Going to Save will save this raw file. There would be a new option Export to save just the dialogue information, with none of the graph related data.

I believe this would a QOL improvement when working on loaded graphs, as you'd have the full history to scrub through, as well as make the exported asset leaner and easier to read. It would also solve #9 as we'd be storing the full ( or perhaps truncated ) history object.

This would be a 2.x project.

Any thoughts or suggestions on this idea @Awkor @luizcarlos1405? Cheers!

commented

Sounds reasonable to me. Regarding having the full history saved, wouldn't that become a lot of data really quickly?

The history does get overwritten when you go back and make a change, but yeah it would definitely produce a lot of data. It's probably best to cap the object to a set number, overwriting earlier entries as it goes.

a 3 capped example:
1 - 2 - 3
2 - 3 - 4
3 - 4 - 5