wick
@wick

Got trapped in a hyperfocus hole today and spent like five hours collecting and organizing a dialogue UI tree. It's obviously not chonological evolution but I thought it was interesting to see the links between different UI patterns.


Amphobet
@Amphobet

This looks fascinating and I have saved it for future reference.

Thank you for your service. 🫑


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in reply to @wick's post:

I could see that! I decided to put them up there because I felt like the full speaker portraits were a stronger visual element than the text message bubbles + their resemblance in layout to Hades et al (it's the same thing with just +1 speaker). But taxonomies and groupings like this are heavily dependent on that sorta judgement call and other interpretations are valid.

This is very nitpicky but WTWTLW actually has two different types of these; the vignettes are "any illustration will do" but the character conversations are focused on the character speaking, with light animation (although there's only ever one speaker so it doesn't change the view, but still it's speaker-focused and not an arbitrary image)

in reply to @Amphobet's post:

Yeah that's the part I think is gonna be most useful β€” having references on hand for being able to say "ok this game wants to emphasize these parts, how have other games handled that concern?"