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Proposal on fonts and text boxes

Hey guys, 

I think you really should do something about the fonts and the text boxes. A friend recently sent me a screenshot of one of my dialogues(not attached), thinking it was a bug. It wasn't but it looked like one, because the text box in mobile view shows way too little text. At the same time the text box in the desktop view shows way too much. I've attached screenshots of the same dialogue in both views, and the comparison speaks for itself. Not only the text windows are way too big, but one shows literally two words while covering the characters, while the other serves a literal wall of text(which is a bad design choice, but that's on me too).

Anyways, I would propose the following changes:

1. Decreasing the font size in mobile view to about the size of your system font(the one you use to write the "LVL1" text in the attached photo). Increasing the font size in full screen to the same font size as the system font(see above).

2. Decreasing the size of the text box to show a maximum of 4 lines of text, thus making sure it does not cover half the screen. The overflow text goes to the next text box. No idea how your code works, but I think the simplest way to implement this will probably be just to put a limit to the number of characters shown in a text box to 64 or so. Note I don't mean limiting the whole dialogue to 64 characters length, albeit some character limitations(like 256 or so characters) on the amount of text you can write in one dialogue might be a good thing to discourage bad design choices(see above) and will be in line with your minimalist design principle.

3.Assigning a keyboard symbol for flow control- assigning a symbol that's not normally used in speech, like "\" to signify "page end", basically moving the following text to the next text box. It would allow for text control when needed for design purposes.

Even implementing only the first point will go very far towards mitigating the problem, but if you're looking for interface uniformity, you should probably think about implementing some version of all 3.

mobile view

full screen

(1 edit)

It’s a great point, we also had another suggestion about the dialogue box in the GMTK game jam. The dialogue box definitely needs some adjustments.

Thanks for the detailed write-up, all three of your points are now live.

The dialogue font scales with the screen, so it matches the LVL 1 system font everywhere instead of being oversized on mobile and shrinking to nothing in fullscreen.

The box now shows at most four lines and is only as tall as the message actually needs, so a short greeting no longer reserves half the screen and long text pages properly instead of dumping everything at once.

You can also type a backslash / anywhere in a dialogue to force a page break when you want to control the pacing yourself. While testing this we also caught a related bug where a trailing blank line produced an empty box you had to click through at the end, that's gone too. 

The one thing we left out for now is the character limit: it would truncate dialogue in games that are already published, and we'd rather not break anyone's work.

(+2)

It seems to work fine. As for the character's limit it was not a must. Just thought it would work good with your minimalism concept :)