the method of how dialogue was converted use screenshots from twine and notepad explain what the code means and what it’s for
In order to have the dialogue integrated with Unity, the format in which they were presented had to be changed, as stated before, this meant having to manually retype everything into the new format.
With both the ‘pre’ and ‘post’ interaction sections of dialogue the code for it had to be laid out with the Sin marked as “npc” and the Priest marked as “player” in order for Unity to distinguish between the two people talking. The basic layout for one person speaking being:
<script person=”npc/player”>The dialogue is put in this space between.</script>
Repeat this process for all the dialogue for every day as well as the Cardinals and Ezekiels interactions and that’s the bulk of the dialogue translated.
For the players responses/Priests dialogue options, the re-write was somewhat more complex in that a score adjustment had to be factored in for both the route of the interaction and overall route of the game.
Each individual response set had to be between ‘<response_set statement=”n”> </response_set> the number going up by one each time a new response set is added. The individual responses between the sets had to be laid out as: ‘<response score_adjust=”n”> </response>’ the number this time being either -1, 0 or 1 as they work as a counter for the routes.
For the characters dialogue during the interaction, it again has a basic layout and is very easy to just copy and paste but is just tedious. For each bit of dialogue, the text is put between ‘<script> </script>’ which is also sandwiched between ‘<character_dialog> </character_dialog>’. Blissfully, since all the dialogue was already written out, it wasn’t too difficult to just copy and paste the text over to Notepad.