So I did a bunch of the work to port my old Unity dialogue system over into Godot.

It has, quite frankly, aged like fine wine. I was proud of it when I wrote it, and I’m proud of it now. This was written a lifetime ago, so I’m very happy with the fact that I was already thinking that way back then.

There are some challenges that will need to be faced… Firing events is going to be inter esting to try and make work. The Unity event system I built was really powerful and Godot’s built-in signals are a little lacking comparatively… but they’re lightweight for a reason, so I’d really like to try and get them working.

Also I keep struggling to figure out where the dialogues should live.

Should the whole cache of dialogues live in the client, and the server simply tells the client which dialogue to pull up? Or should all of the dialogue exist in the database and get pushed to the client on-demand?

I’m leaning toward the former. I feel like, especially with localization, those files could get pretty hefty.

I have some other systems I want to work into the dialogue that I briefly mentioned on stream, but I won’t spoil here because I think it’ll make for a really really great surprise later.