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A visual graph-based quest editor tool for the Godot Engine.

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godot-journey

This project is my attempt to create an Articy: Draft / Twine / YarnSpinner-like experience for Godot Engine 3.x.

For an updated list of the proposed features, see the Core API Overview.

The features these systems provide include a narrative database, a level planner, an interactive dialog system that has access to both of the previous elements, and a nestable graph-based overview of the scenes in your narrative.

The intended roadmap for THIS plugin involves the consolidation of 3 or 4 independent plugins:

The first plugin is for a backend, generic, narrative database...

  • Initially provided templates might include:
    • Character
    • Life (plants, wildlife)
    • Place (things where concepts can BE)
    • Object (non-living thing)
    • Idea (abstract thing: Lore, History, Philosophy, Knowledge, etc.)
  • Users could define templates in the form of script files with exported properties.
  • Setting a script onto a Resource object which stores the data allows you to easily define new templates / edit existing templates for a given concept.
  • These Resource objects could then be serialized in one of two ways, depending on the version of the plugin installed:
    • Users could opt for a .res/.tres-based local storage. Simplest, fastest, most intuitive.
    • Users could opt for Neo4j Graph Database storage. The plugin would ideally come with some standalone version of the database so that C# drivers could access it. In this scenario (if it's doable), Resource objects would be serialized into Neo4j nodes.
      • The advantage of this option is that you get MUCH more sophisticated querying capability with the Cypher query language, essential for large projects.
      • I even have thoughts about composing Cypher queries using a scene file since GraphNodes and their connections can be used to represent an actual Cypher query.
  • Regardless of which method is used, the plugin would include a graph-based editor for this content that mirrors Neo4j systems:
    • Every created concept appears as a node (GraphNode). Every concept has a script attached detailing its available properties.
    • Users could click on any GraphNode to see the properties associated with the type in the Inspector.
      • We could also (POSSIBLY) implement functionality to expand/collapse the GraphNode with the properties in-lined rather than having to view them in the Inspector, but that'd be a lower priority.
    • Relationships can be created between nodes. Every relationship must have one and only one label. They may also have any number of properties.
      • Neo4j natively supports Relationships, but in the .res version, you'd probably have to store each relationship type as its own dictionary in a singular .res file for all relationships, e.g. one dictionary for lives_with relationships mapping one node to another node, etc..

With this database accessible, you could then have another plugin for a graph-based story editor.

  • users could then do screenwriting using an interface akin to Twine or Yarn.
    • The user is presented with a graph in which they can create Passage nodes.
    • Every Passage includes a TextEdit for a narrative scripting language (similar to Harlowe or SugarCube in Twine).
      • I'd want to add word-wrap support to the TextEdit node for this.
      • I'd want the scripting language to...
        • Have lines starting with @character_name: dialogue text
        • Lines without a speaker-identifier (: dialogue text) would be judged as simply having no speaker.
        • Programmers could define accompanying visual/audio data references based on the speaker.
        • Allow @character_name(...): dialogue text to let users provide parameters for manners of speech, directed speech, etc., trigger voice cues, animations, etc. (user-defined).
        • Allow users to inline GDScript code to be called before/during/after the dialogue is triggered.
        • Allow users to inline logic testing, variable assignment, and flow control (perhaps via macros?) to modify which text is displayed.
        • Allow users to define their own custom macros bound to custom GDScript functions.
        • (Example at the bottom):
    • Groups of Passages are organized into Sequences (GraphEdits) which can be figuratively nested into each other
      • A project will have one StoryScript singleton.
      • A StoryScript will have 0 or more Stories which establish a shared source of information about a story.
      • A StoryScript will have 0 or more Sequences which each rely on one Story (often the same).
      • Sequences are broken down into sub-Sequences (they can figuratively be instanced within each other).
      • ^ note that GraphEdits cannot be nested within each other which is why we ultimately keep all Sequences / sub-Sequences as unique children of the Story under the StoryScript singleton. No ACTUAL instancing within each other occurs.
      • Sequences ultimately break down into Passages, the GraphNodes for story content.
      • Users will be able to refer to Sequences in the Scene dock.
      • A dedicated node for Passage and another dedicated node for PackedSequence will exist where the Sequence simply simulates a singular GraphNode with all the inputs and outputs of an entire Sequence GraphEdit.
      • If you "open" a PackedSequence node, it switches you over to the appropriate Sequence GraphEdit (similar to how nested scenes work).
    • A StoryScript singleton could be used to manage data for the story and interact with Sequences.
      • Discrete pieces of StoryScript are executed in their entirety by calls to an advance() function in the StoryScript singleton.
      • Sequences of pieces can therefore be animated by the AnimationPlayer when animating calls to the function.
    • I'm THINKING I might be able to try and retrofit the gdscript module to create some sort of StoryScript module similarly. That way you can still in-line GDScript in some way.
    • StoryScript would ultimately need to be able to compile into a data format, possibly a variation of .twee or use JSON, so that people can use a text editor to view the entirety of a story.

Since all of this gives us a database of content (1 of 2 plugins) and a micro-level story editor (another plugin), we therefore need a macro-level quest editor to connect it all to data-based objectives.

  • Content in the game is defined by Task objects. You can make user-defined Tasks.
  • Users can add Tasks as prerequisites or as objectives for a Quest.
    • users could then tie in task_completed or quest_completed signals into StoryScript Sequence activations.
  • Quests of this sort would be developed within VisualScript probably, and there'd need to be a GDScript variant for text-based development (if it is desired).

These 4 plugins in total form the consolidated Quest editing tool

StoryScript example:

                                                # Note that any set of 4 consecutive spaces are replaced with tabs and all tabs are removed prior to interpretation 
# Bob and Sam are sitting on a couch at home.   # a one-line comment
@Bob:                                           # a persona identifier. It refers to a node that is the child of the StoryScript singleton
    I really wish I had a cheeseburger.         # visible text dialogue.
<% #inlined GDScript                            # non-visible GDScript code to execute
    Story.wants_cheeseburger = true             # variable setting
    Story.drink = "Dr. Pepper"                  # ^
%>                                              # ending tag
                                                # an empty line indicates termination of a discrete unit of dialogue. The text as it will appear on screen in a dialogue box is now: "I really wish I had a cheeseburger."
Honestly, if I couldn't eat                     # another visible line
<<if Story.wants_cheeseburger>>                 # flow control via macros
    cheeseburgers                               # text to appear if true
<<else>>                                        # 
    hot dogs                                    # text to appear if false
<<endif>>,                                      # termination of for loop and a visible comma
<<br>>                                          # a marker indicating a visible line break in the text box
I don't know what I'd do with myself.           # this text shows up on a second line

At the very least, I'd need some
<< echo Story.drink >>.                         # this text inserts "Dr. Pepper" into the text

@Sam(expr="confused"):                          # can define options (key/value pairs) to customize how a line is delivered.
    Seriously? That's all you can think about right now?

    What about the
    <<list Story.fridge.foot <{delay 0.5}>>>    # a custom macro written by users. It executes the same output as the below, commented code
    <#                                          # a start comment tag for macros
    <<for a_food in Story.fridge.food>>         # for loop
        <<delay 0.5>>                           # delays the displaying of the following text output. Directly inserted parameter for macro-powered macros
        <<if a_food == Story.fridge.food.back()>>
            , and
        <<elif a_food != Story.fridge.food.front()>>
            ,
        <<endif>>
        <<echo a_food>>
    <<endfor>>
    #>                                          # an end comment tag for macros
    that we already have...

@Sam(expr="serious"):                           # these lines happen at the same time because there is no newline separating them
    in the FRIDGE?
@Bob(expr="annoyed", voice="mocking"):
    in the FRIDGE.

@Bob(voice="default"):                          # expression is still "annoyed", carries over.
    Yeah, I know.<<br>>I just don't like that stuff.

    There's just too much [green stuff](green_stuff). # Creates a link from this Passage to the Passage with the title "green_stuff".
                                                        # ^ The text shows up as a hyperlink to click, at which point the Passage is triggered.
                                                        # ^ Multiple Passages can be triggered at the same time (allowing for simultaneous conversations).
# It should also be possible to attach Passages to signals so that emitting the signal triggers the Passage.
# StoryScript should be able to query and reference the narrative database, ideally with auto-completion provided.

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