Devlogs
14th Day: Got some Moves
Added extra features to DyNo (the Visual Novel engine) and some polish too.
By the way: This is a form of procrastination. Not because I'm not working but because I worked on things that I should worry about after I have a story. But that's daunting while this is instant fun.
Day 12:
- Added a Singleton (DyNo.gd) to remember the chosen alias
- Made sure that names could have BB code (no spaces though)
- Added the "goto" command to switch between Godot scenes
Day 14:
- Added a command to position the Dialogs (content and name)
- Pressing Tab selects the Name Input Field (grab_focus)
- Added a style to the Name Input Field
- The (dialog) placement can now take numeric values (% vertical)
- It's possible to show/hide the dialog with "@show" and "@hide"
- The position can now take numeric values (% horizontal) with "@place"
- Changed "goto FILE" to "@goto FILE" in the idea of using @ for commands unrelated to the story
Going at 280 KB, I'm sure the assets for the full story won't go over 1 MB.
GDScript is certainly not Python, but figuring things out doesn't take too long.