Campaign dialog log
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Campaign dialog log
Sometimes you accidentally click past dialog that is triggered by moving your units to locations (I often do it) As far as I know, the only way to see what you missed is to reload the turn and try to be more careful.
It would be nice if there was a log of campaign dialog you could go into and just see what has been said. Not only for accidentally clicking past missed dialog, but if you have forgotten what has been said awhile back too.
Perhaps the log could also include the text before the map begins? Perhaps the log could show previous maps too?(Only maps strung together into a campaign) Perhaps the log could be part of the save, so that if you revert to a previous save, the log wouldn't potentially become a mess?
It would be nice if there was a log of campaign dialog you could go into and just see what has been said. Not only for accidentally clicking past missed dialog, but if you have forgotten what has been said awhile back too.
Perhaps the log could also include the text before the map begins? Perhaps the log could show previous maps too?(Only maps strung together into a campaign) Perhaps the log could be part of the save, so that if you revert to a previous save, the log wouldn't potentially become a mess?
- thespaceinvader
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Re: Campaign dialog log
If you're concerned, it's easy enough to look in the Wiki, or open the scenario CFG and see it all for yourself. A feature like this seems unnecessary to me.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Campaign dialog log
I've in the past suggested that the first message of any event should by default be impossible to dismiss during the first half a second or less, but it didn't really catch on.
Incidentally, just today I accidentally dismissed several messages myself, when they popped up unexpectedly when I moved a unit somewhere. It's highly annoying and I think that something would definitely need to be done about it.
Incidentally, just today I accidentally dismissed several messages myself, when they popped up unexpectedly when I moved a unit somewhere. It's highly annoying and I think that something would definitely need to be done about it.
Re: Campaign dialog log
I think this idea would be quite useful.
I've often skipped through the start of scenario messages and wished I could re-read them.
The only question would be how to implement such a tool. It could indeed be similar to the chat log, sort of a "Story Log".
Anyone have a crafty way to implement this?
I've often skipped through the start of scenario messages and wished I could re-read them.
The only question would be how to implement such a tool. It could indeed be similar to the chat log, sort of a "Story Log".
Anyone have a crafty way to implement this?
- Captain_Wrathbow
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Re: Campaign dialog log
I'm for this.
- Eleazar
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Re: Campaign dialog log
I agree, this would be very useful. It's easy to accidentally dismiss an unexpected dialog that pops up in the middle of a scenario. And i've missed important bits of information in the pre-scenario dialogs on occasion.jb wrote:I think this idea would be quite useful.
I've often skipped through the start of scenario messages and wished I could re-read them.
The only question would be how to implement such a tool. It could indeed be similar to the chat log, sort of a "Story Log".
Doing it like the chat log sounds about right: a scrollable window that displays all the dialog or narration starting with the pre-scenario intro. I don't think there would be benefit it displaying previous scenarios information in most cases.
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Re: Campaign dialog log
@thespaceinvader
Well that would be more hassle, plus you will see some dialog too early.
@Eleazar
Regarding the log showing dialog from previous maps in the same campaign:
(I am not sure if that is what you are talking about there or not)
In a well written campaign story, all these little details are important to the whole story. But after hours of fighting, its easy to forget some of the story.
Maybe some kind of pull down menu or length of buttons to click on that allow you to choose the logs of different maps that came before the current one in that scenario?
Well that would be more hassle, plus you will see some dialog too early.
@Eleazar
Regarding the log showing dialog from previous maps in the same campaign:
(I am not sure if that is what you are talking about there or not)
In a well written campaign story, all these little details are important to the whole story. But after hours of fighting, its easy to forget some of the story.
Maybe some kind of pull down menu or length of buttons to click on that allow you to choose the logs of different maps that came before the current one in that scenario?
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Re: Campaign dialog log
1. The problem with looking into wml file is that it contains spoilers (sometimes the dialog file is separated so it is made worst)
2. I think whole log would break remembering password in two brothers campaign
2. I think whole log would break remembering password in two brothers campaign
Re: Campaign dialog log
But anyone could just write it down anyway...
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The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
Re: Campaign dialog log
FYI: "Dialog" refers to an informational window in an application. "Dialogue" is actually a conversation.
(This may be confusing for people where English isn't their primary language.)
May I suggest combining this "View Dialogue" with the "View Chat" dialog? Perhaps a tab or button could alternate between chat and dialogue.
Bonus points if it defaults to Chat for multiplayer and Dialogue for single-player.
(This may be confusing for people where English isn't their primary language.)
May I suggest combining this "View Dialogue" with the "View Chat" dialog? Perhaps a tab or button could alternate between chat and dialogue.
Bonus points if it defaults to Chat for multiplayer and Dialogue for single-player.
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- Captain_Wrathbow
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Re: Campaign dialog log
Hm, I didn't know that. I thought they were just two alternate spellings that could be used for either definition. Thanks for pointing that out.ancestral wrote:FYI: "Dialog" refers to an informational window in an application. "Dialogue" is actually a conversation.
- Eleazar
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Re: Campaign dialog log
Is there really a for a button to switch?ancestral wrote:May I suggest combining this "View Dialogue" with the "View Chat" dialog? Perhaps a tab or button could alternate between chat and dialogue.
In SP there would be no player chat. In MP there may or may not be story dialogue, but i don't see a problem with putting it together. Under some circumstances it might be more convenient to have a single log.
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Re: Campaign dialog log
I think this would be an excellent way to keep track of the storyline. Sometimes it will take me weeks to finish a game and it would be great to be able to go back and review the story.
A related idea: how about a Skip Dialogue button? Like the Skip button for story text. I think it would enhance replayability. Also, from the point-of-view of a UMC developer, I could develop longer dialogue sequences knowing the player could simply hit the Skip Dialogue button if they want to get right to the battle.
A related idea: how about a Skip Dialogue button? Like the Skip button for story text. I think it would enhance replayability. Also, from the point-of-view of a UMC developer, I could develop longer dialogue sequences knowing the player could simply hit the Skip Dialogue button if they want to get right to the battle.
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My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
- Eleazar
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Re: Campaign dialog log
It may not be obvious enough, but you can just hit the escape key to go straight to the action.boru wrote:A related idea: how about a Skip Dialogue button? Like the Skip button for story text. I think it would enhance replayability. Also, from the point-of-view of a UMC developer, I could develop longer dialogue sequences knowing the player could simply hit the Skip Dialogue button if they want to get right to the battle.
This works for the pre scenario stuff too.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
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Re: Campaign dialog log
Thanks for the info. I'll pass that on if anyone complains that my characters talk too much.Eleazar wrote:It may not be obvious enough, but you can just hit the escape key to go straight to the action.boru wrote:A related idea: how about a Skip Dialogue button? Like the Skip button for story text. I think it would enhance replayability. Also, from the point-of-view of a UMC developer, I could develop longer dialogue sequences knowing the player could simply hit the Skip Dialogue button if they want to get right to the battle.
This works for the pre scenario stuff too.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.