- Edited
The issue I think many noobs have is that we cannot find anything that says how to add stuff to timeline in the correct order, and when/if you should also add a corresponding node to the Scene Tree. I think you would not have to add much to the Scene Tree if you're already adding it in the Timeline? I think that's the purpose of the timeline to basically add the whole shebang to the Scene tree for us? That said, I can't even figure out how the Timeline and Scene relate or what to do on either.
So, I'm hoping someone has the kindness, generosity, and love for us noobs (who just want to learn to do a dialogue system on the coolest interface & feature laden king of them all, Dialogic 2) that they will make us a basic timeline and scene we can use as a guide? We need to know how the Timeline will work in a game once we have set up our settings! We the noobs have probably never used a dialogue system in our game before (maybe we used Control Node text boxes to fade in and out but are ready to step up our game).
In a perfect world where a kind and benevolent benefactor walks me through setup, the docs give us how to make a Character and Portrait pic, and theme, get our typing to be the speed we want, add sound moods, etc. Assume we already set those up per the current Docs. So, this angelic Tut would have these steps...
*Note the steps are all the things I've tried to do by dragging timeline nodes in...the only thing that currently happens is the narrator dialogue automatically starts, position error occurs--nothing seems affected though-- I click the narrator dialog box to advance, it works (no button appears to click and advance) and the next dialog box appears. Dialog box 2 will not go away, and the Text Input never appears. However, {PlayerName} does seem to load correctly!!
Example: Assume we have Main_Scene with Node3D (or 2D) as root, ground, "Player" that can move to waypoints. Waypoint area3d x 3 and a "sun". Do we now start a new Scene named Dialog_Scene and save (later we want the dialogue to show up in Main_Scene), or will we just be adding "Dialog_Scene" magically by doing a Timeline?
- Do we need a script on our Dialogue scene or does Dialogic pull in all the script needed for basics? Is this all one timeline or do we need to break it up into a few? If we need >1 timelines, tell us when/where to add them and how to change to the next.
- Add narrator (I see Character->JoinGame in timeline, is that all I do? Put that in timeline?)
1.5 Add Position (or is this first?) (I see position in timeline, drag to before Character? After? Set to 0? How will Pos get recognized?) Do we add a node in Scene Tree? - narrator says 2 things in a row (thing 1 drag in Text node to Timeline and type in my words--repeat for thing 2) but then show us how to get the "next" button or click/key to go to next dialogue box--if button, how do we make it appear in game? Do we add anything to Scene Tree here? Does any script need anything added or does the Timeline node do this for us?
- narrator says thing 3, "What is your name?" (to get this, we practice / repeat how we added thing 1 & 2 with next button/key/click)
3.5 How do we make the Text Input the next thing seen on screen after Thing 3??? Do we add something to Scene Tree here? Code? - add Text Input node to Timeline...fill in parameters "Type your name", toggle off "ok to leave blank"...anything else?? Anything in Scene Tree needed? How does this Text input show up?
4.5 Did we "de-join Character" before Text Input or can they stay? - user types in name in Text Input (stored as X variable: PlayerName). Should there be a return or set variable or something? Did them typing it and us assigning it as PlayerName "set" it?
5.5 what do we so to get the Text Input to go away and narrator (Character 1) dialogue box to come back? Same kind of next button? OK button? How? Anything in Scene Tree or Script? Or just Timeline? - narrator says something using user's name "Glad you're here {PlayerName}, let's go to the next waypoint" (Is there a "next" or "ok!" button? Did PlayerName populate on its own or did we need to somehow call it other than {}?How does the narrator dialogue box go away?
- add all this to Main_Scene--is it instance of Dialog_Scene or somehow added by Timeline? We want dialogue to autostart when Main_Scene loads, working? Okay, now...
- actual player toon unfreezes in my original Main_Scene and user makes it walk to Waypoint 1
- dialogue resumes when player gets to waypoint 1, narrator box pops up and says something, "good job {PlayerName}, you got to waypoint 1! Do you want to go to waypoint 2 or 3 next?" How do we get dialog to show up and resume here? Timeline only? Main_Scene script? Other code needed?
- user chooses: waypoint 2 or waypoint 3. How do we add "choice" node in Timeline? What else do we do besides drag that in? Do we "await choice" or anything?
- narrator automatically loads... replies accordingly if waypoint 2 chosen: I love waypoint 2, good choice OR if waypoint 3 chosen: oh waypoint 3, weird idea, let's try it
- something happens in main scene bc of choice: player portals to waypoint 3 or sky flashes or some in-game thing happens based on choice so we can see how to do that kind of choice as well as having dialog load according to choice (step 11).
I think this would give us a basic idea of how to even get started, when/where we need nodes (timeline? scene tree?) and when to go to the scripts (if ever). Ideally it would include things that let us use all the Flow nodes in Timeline (see how those work), and when/if we need to use Logic nodes -> Save, Clear, and/or Position, in timeline.
Potentially if Steps 1-6 are harder than I think, that becomes Tut 1, then 7-12 are Tut 2...Bonus or Tut 3 might show how to use Audio Nodes, Visuals Nodes, and Other->History Nodes in Timeline, and add a second Character.
Thank you to the GodotDieties who might consider taking their precious time to help us noobs get going in the brilliant and illustrious Dialogic 2!!!