addons/Wol | ||
.gitignore | ||
default_env.tres | ||
Dialogue.gd | ||
Dialogue.tscn | ||
dialogue.yarn | ||
icon.png | ||
icon.png.import | ||
LICENSE.md | ||
project.godot | ||
README.md |
The friendly tool for writing game dialogue, in and for Godot
Getting Started | Documentation | Tutorial | Follow me 🐦!
Wol is a tool for creating interactive dialogue for games. Its based on YarnSpinner and it's Yarn language.
Write your conversations in Yarn, a simple programming language that's designed to be easy for writers to learn, while also powerful enough to handle whatever you need.
Yarn's similar in style to Twine, so if you already know that, you'll be right at home! If you don't, that's cool - Yarn's syntax is extremely minimal, and there's not much there to learn.
Getting Started
This repo contains the source code for the Wol compiler. If you want to use it in a game engine other than Godot, you should get the appropriate package for your game engine. Check out YarnSpinner-Unity for a Unity version of this project.
Download from AssetLib
Unfortunately, this option isn't available yet. Stay tuned!
Clone this repository / download the zip
- Extract the repository in a folder of your choice.
- Import the project in Godot.
- Run the scene to get a taste of Wol!
- Move the addons folder to your Godot project.
- Enable the plugin in your Project Settings.
- Setup the Wol node using the documentation or tutorial!
Roadmap
There are few things that need to be ironed out to be 100% feature compatible with the original YarnSpinner.
- Integration with Godot's translation/localization system.
- Full support for format functions.
- In-editor dialogue editor with preview.
- Fully extend the documentation of this project.
- Document the
Option
object. - Write the method descriptions for the
Wol
node. - Write a basic "Hello World"-esque tutorial.
- Write a more advanced "Custom
Wol
Node" tutorial. - Perhaps write a little bit about the internals 🤷 (?).
- Provide helpful anchors in the documentation.
- Document the
- Porting to usable signals in Godot.
- Providing helpful errors when failing to compile.
- Having a working repository with example code.
Getting Help
There are several places to get help with Wol, and stay up to date with what's happening.
- Follow me on Twitter or @ me!
- Open an issue on Github!
License
Wol is available under the MIT License. This means that you can use it in any commercial or noncommercial project. The only requirement is that you need to include attribution in your game's docs. A credit would be very, very nice, too, but isn't required. If you'd like to know more about what this license lets you do, tldrlegal.com have a very nice write up about the MIT license that you might find useful.
Made by Bram Dingelstad, kyperbelt & Secret Lab
Yarn Spinner was originally created by Secret Lab, an Australian game dev studio. Say hi to them for me!!
Started on Godot by kyperbelt (thank you so much for the initial work!) and completed by Bram Dingelstad. Say hi to me as well!
Help Me Make Wol & Secret Lab's Yarn Spinner!
Wol & Yarn Spinner needs your help to be as awesome as it can be! You don't have to be a coder to help out - we'd love to have your help in improving this or YarnSpinner's documentation, in spreading the word, and in finding bugs.
- Yarn Spinner's development is powered by our wonderful Patreon supporters. Become a patron, and help us make Yarn Spinner be amazing.
- The issues page contains a list of things we'd love your help in improving.
- Join Secret Lab's discussion on Slack by joining the narrative game development channel.
- Follow Bram Dingelstad & Yarn Spinner.
Documentation
Wol
Inherits from Node
Node for all interaction with Wol.
Description
Godot's Nodes as building blocks work really well. That's why this plugin gives you access to a simple node that does all the heavy lifting for you. It has several properties that you can change either in-editor or using GDScript (or any other compatible language) and signals you can use to listen to events coming from your dialogue.
Properties
Type | Property | Default value |
---|---|---|
String | path | '' |
String | starting_node | 'Start' |
bool | auto_start | false |
bool | auto_show_options | false |
bool | auto_substitute | true |
Dictionary | variable_storage | {} |
Methods
Return value | Method name |
---|---|
void | select_option ( int id ) |
void | start ( String starting_node = 'Start' ) |
void | pause ( ) |
void | resume ( ) |
Signals
-
started ( )
Emitted when the dialogue is started.
-
finished ( )
Emitted when the dialogue is came to a stop, either through running out of dialogue or by using the
<<stop>>
command. -
node_started ( String node )
Emitted when a dialogue node is started. Has the node name as a parameter so you can see which node was started.
-
node_finished ( String node )
Emitted when a dialogue node is started. Has the node name as a parameter so you can see which node was started.
-
line (
Line
line )Emitted when a
Line
is emitted from the dialogue.line
holds relevant information. -
options (
Array
options )Emitted when the dialogue runs into a set of options. Is emitted with an
Array
ofOption
s. -
command ( String command )
Emitted when the dialogue executes a command. Use this signal to provide interactivity with you game world.
Property Descriptions
-
String path
Default ''
The path to your
.yarn
or.wol
file. Must be a validYarn
file otherwise the compiler will throw an error. -
String starting_node
Default 'Start'
The node that is the starting point of the dialogue. Will automatically be the default for the
start()
function as well. The string should be a valid name for a Yarn node and be available in the file or an error will be thrown. You can always start from a different node by callingstart('OtherStartingNode')
for instance. -
bool auto_start
Default false
If enabled, will automatically start the dialogue using the
starting_node
as the entrypoint. -
bool auto_show_options
Default false
If enabled, will automatically show you options when they're available, rather than waiting for the player to resume to the line that has options.
-
bool auto_substitude
Default false
If enabled, will automatically substitute format functions and inline expressions for you. It's recommended to leave enabled, but if you want to manually do this for whatever reason, you can turn it off.
-
Dictionary variable_storage
Default {}
A Dictionary that holds all of the variables of your of your dialogue. All of the entries of this dictionary are accesible in your dialogue with a
$
prefix. (e.ga_variable
would be$a_variable
). If you set a variable from within your dialogue, this dictionary will also be updated.In the future there'll be a signal added for when the
variable_storage
is updated.
Line
Inherits from Object
An object holding all information related to a line in your dialogue.
Description
The Line
object is the object that you're gonna be interacting with the most. This object holds all of the information of the actual lines of dialogue. The most important property is text
, but it has some additional properties you can make use of for debugging or holding of metadata (no support for that yet however).
Properties
Type | Property |
---|---|
String | text |
String | node_name |
String | file_name |
Array | substitutions |
Array | meta |
Property Descriptions
-
String text
A line of dialogue that's been processed by Wol. You can use this to set a Label in a text bubble above your character, add to a RichTextLabel for more dynamic stuff (Wol fully supports bbcode). Look at this repository's
Dialogue.tscn
andDialogue.gd
for some inspiration ;) -
String node_name
The name of the dialogue node this piece of dialogue came from.
-
String file_name
The filename of the file where this piece of dialogue came from.
-
Array substitutions
An Array of Strings that the result of Wol proccessing statements. Use this array if you disabled
auto_substitutions
and want to manually substitute your dialogue. -
Array meta
Currently unimplemented.
Tutorial
The tutorial is currently under construction, stay tuned!