@amiengine_ Thank you for sharing this! It's really helpful to see how you're using a logic map in your own project. I can see how color-coding nodes and connections becomes even more useful as things get more complex. I've learned something from this. I really appreciate it!
My skill tree editor now colors connections by skill state (unlearned, unlocked, locked), with individual overrides for color, thickness, and path style. I've also finished restoring my old game and started turning its dialogue system into a reusable tool. #Unity3D#gamedev
My AI tokens are back, so I'm working on my tools again!
Skill tree: linked paths and per-node color, outline, and opacity settings.
Dialogue: data saving, text export, testing in another scene, and importing into my samurai game.
#Unity3D#gamedev
@Jocker_zero@playskyloop Thank you for the detailed explanation and encouragement! I didn't know about adding shader effects that way, so that's interesting to learn. I'm still learning a lot as I go, but I hope to finish a useful tool and gain more understanding through the process.
Added spawn, movement, and defeat/exit animations to my Lanky Field-Tilling Ghoul miniboss. Unlike the big, burly first miniboss, I wanted this lanky guy's defeat to feel like a clumsy, comical tumble. 😅 #Unity3D#gamedev
Added hit reactions to my Lanky Field-Tilling Ghoul miniboss: light, medium, and heavy hits, a stagger from Guard Impact, and three follow-up hit reactions after it. I also changed his outfit colors to make him easier to tell apart from the other characters. #Unity3D#gamedev
I've hit my AI token limit again, so I'm using the downtime to work on my second miniboss: the Lanky Field-Tilling Ghoul! His idle pose is taking shape, though I still need to fix some deformation around the joints. 😅 #Blender#Unity3D#gamedev
@Jocker_zero@TheXSami Thanks for the detailed advice! A plain-text export sounds useful, so I'll consider adding it. The tool is only starting to take shape, and I'm still figuring out the best workflow. For now, I want an intuitive UI that lets even a non-programmer like me follow dialogue flow.
@TheXSami Thanks for the follow! When I was new to AI, hallucinations broke a game I was making to learn dialogue systems. Now that I know how to use AI better, I thought I could restore it. I've done that, and next I want to turn the dialogue system into an easy-to-use tool😊
@playskyloop Thanks! I'm using AI to help build the tool, and from what I understand, the connection lines are drawn using Unity UI Toolkit's Painter2D, rather than a shader or compositor. I don't fully understand the technical details myself yet. Sorry for my limited knowledge!
@Jocker_zero Thanks for the detailed advice! Very helpful. Dashed lines are a great idea, and I'll consider them. I can already edit the base connection style globally; this update adds per-line overrides. Node colors, shapes, and sizes are customizable, but not linked to skill states yet.