hey it's the rare opportunity for me to share something that isn't a huge spoiler (i'm saving a lot of context-specific stuff until i can finally 'reveal/announce' the game)
so, i've been working a lot on upgrading the dialog rendering, and that means lots of little number tweaks that make the most important part of a story-driven game shine: displaying text in fun and intuitive ways!
what this means for the gif above is my super important design goal for speech bubbles to always feel contextually appropriate!
when i first designed the dialog system (heavily adapted from peyton burnham's fantastic tutorial series) i wanted to make a system that felt like dynamic speech bubbles drawing out alongside the text. this was already shown off in the teaser video i released back in october 2021, but i made some tweaks to the visual presentation since then to make them a bit more round (i just like the shape ok).
the text boxes also adapt to display a tail if coming from a character portrait (or, and this isn't shown in the gif, but i can place them in the world & originating from characters, too!)
the latest addition is little nametags for important characters, like our protagonist astra. but because of how dynamic the speech bubbles are, i wanted to make sure that they only displayed when it made visual sense to do so. and you can see that in action, especially as astra's distressed ellipses draw in... as soon as the bubble grows to a size that displaying a nametag makes sense, it fades in. otherwise, for little exclamations & other short text, it remains off.
literally the tiniest detail, but every detail needs development time to figure out, so i felt i'd share~
