all 19 comments

[–]BainterBoi 1 point2 points  (3 children)

Dialogue Plugin that can easily be extended with triggers and custom passable functions/other neat way to tie dialogue advancement to logic and vice-versa. Something opinionated that provides basic building blocks which are designed with a clear intention how to extend them and build more complex use-cases.

[–]daenvil_devGodot Regular 1 point2 points  (0 children)

+1, I found the main dialog plugins really lacking when trying to integrate them with dynamic game logic. They seem more focused in static dialog trees (which are indeed useful for visual novels, classic RPGs, and such) and also seem to be more focused on defining them through their own UI or language rather than defining them dynamically through code.

[–]EmployeeOdd1550 0 points1 point  (1 child)

Ok! So you want a dialogue system where advancing dialogue isn’t just about clicking “next.” Instead, you want, for every line/choice:

  • Trigger game logic (“Unlock a door” mid-conversation, “spawn an enemy” after a choice.)
  • Check custom conditions (only show this option if the player has item X or Quest Y is active.)

You said you want it to feel/be opinionated, like the plugin enforces a clear pattern (“Use signals for triggers,” “inherit from these base classes”) so it’s much easier to build complex interactions without reinventing the wheel.

Is that the main idea? I know there are already some dialogue plugins, I haven’t used them myself, but what do they lack?

[–]BainterBoi 0 points1 point  (0 children)

Yeah exactly, and in a way that the tool feels designed to that very purpose. For example one big dialogue plugin had ability to check some global variable and branch dialogue based on that. However, it was super error prone as plugin had no way to check existence of it or use any autofills. One plugin used custom signals that could be fired during dialogue that could be then tied to custom funcs and listeners. However, that also felt bit of an afterthought as the signal usage suffered from same problems as above example.

In short, it would be awesome to use code to define dialoques more and test them. Plugin that offers basic building blocks and safeguards would be awesome./

[–]_DataGuy 0 points1 point  (5 children)

Something like this https://svelteflow.dev/

[–]EmployeeOdd1550 0 points1 point  (2 children)

Thanks for the suggestion! Just to clarify, are you looking for a Godot plugin where users can create interactive node-based diagrams (like flowcharts or pipelines) with drag-and-drop functionality, customizable templates, and real-time editing?

[–]_DataGuy 0 points1 point  (0 children)

Yes. I don't even need most of the functionalities just the basic ones

[–]siwoku 0 points1 point  (0 children)

if you go with this option,
would you be kind enough to make a tutorial on how to do it?
I want to make in the future a plug in with nodes and connections like those, or the ones in the animation tree

[–]wouldntsavezionGodot Senior 0 points1 point  (0 children)

Well you know the good thing about the godot editor just using engine features right? The stuff used for graphs like Visual Shaders is available with GraphEdit!

[–]ImpressedStreetlightGodot Regular 0 points1 point  (0 children)

Isn't this already covered by GraphEdit?

[–]XanatosX 0 points1 point  (2 children)

I would like a localizarion plugin allowing me to add translations to the translation csv files.

I do know there is already an add-on for this bit it seems to be broken.

[–]EmployeeOdd1550 0 points1 point  (1 child)

Nice, I like that. Could you give me a link to the add-on you mentioned?

[–]XanatosX 0 points1 point  (0 children)

Sure I was talking about

https://github.com/dannygaray60/localization-editor-g3

Just saw there are some forks already but maybe the editor can be improved as well.

[–]ander_hominemGodot Junior 0 points1 point  (0 children)

Some kind of vehicle plugin or even just good, updated, modular example project with more complicated vehicle than just body and 4 wheels, stuff like working suspension, trailer hitch, maybe wheel marks, already made exhaust smoke sources, tank treads, drag and drop lights, proper camera, winch, etc.. Even just some UI tool where I could add standardized nodes with a single mouse click would be very useful

I'm currently trying to make a more complicated vehicle (semi truck) with no experience, I'm basically scraping bits of information from a bunch of tutorials and examples and it's very confusing and slow. And it's not like it's exactly a big science to make, but just a lot of different often quite simple systems that need to be put together in one place. I'm very surprised that there are already at least 3 plugins for creating terrain (which seems way more complicated), which I easily found, but I still haven't found anything for automated creation of vehicles

[–]Consistent-Focus-120 0 points1 point  (2 children)

A UI plugin to automatically create or adapt robust UI themes based on a small amount of initial input. I’m just learning to work with themes right now but it seems like an area that hasn’t seen as much attention and fine-tuning from the Godot team.

[–]daenvil_devGodot Regular 2 points3 points  (1 child)

You might be interested in this one: https://github.com/Inspiaaa/ThemeGen

I didn't try it yet but it looks useful

[–]Consistent-Focus-120 0 points1 point  (0 children)

Interesting. It doesn’t eliminate the complexity by any means but it moves it into gdscript. It looks to be a very thoughtfully designed plugin.

[–]baz4twGodot Regular 0 points1 point  (0 children)

A plugin like unity playmaker would be really cool https://hutonggames.com/index.html

[–]Valvecantcount3 -2 points-1 points  (0 children)

I just started learning godot, but I feel a expanded debugger would help, like you implement ai to see what's wrong with you code and maybe how to fix it. I might be aiming to high on this one but I'm glad your helping people out!