Hey guys, thanks a million. That's great feedback and very helpful.
A lot of what you requested is already possible, and I've added all other feature ideas to our backlog. I understand how they can be very
helpful!
@Stormynature: I like the change tracking idea that highlights pieces of content that need attention or re-writing after an object has been changed. The thematic dictionary is a very good idea as well, and it ties nicely to our translation memory feature which will be part of the localization update. Not sure I understood the voice support idea. Did you mean the ability to record mock-up audio for dialogue lines?
@sunandshadow: The conditional dialogue branches (using variables like reputation, attitudes, ...) has been introduced in the 2.2 update, and we'll continue to expand on that in future updates. I think one way to improve it (along the lines of what you suggested) is to have relation values automatically created based on relationship diagrams, instead of letting you create variables like "AttitudePaulRachel", "AttitudeRachelPaul" for each pair of characters (and the same for factions). So you could use those values as functions in condition scripts like this:
Paul.Reputation(Pirates) > 30 && Paul.Attitude(Rachel) > 15
.
@ChronicGames: Great to hear you're using out tool, and thanks for your nice words ("amazing")! Am I right assuming that by "drawing maps" you mean actually drawing with pens and brushes on a map canvas, as in PhotoShop? Regarding the "blueprint designer" you suggested, we have a location editor improvement on our roadmap for floorplans (quickly drawing walls, doors, etc.). Is that what you had in mind? And yeah, using 3D models as Entity avatar "images" sounds like a great idea.
@Acharis: We're trying to keep articy:draft as flexible and genre-independent as possible. On the one hand, that causes some accessibility problems (since you'll have to customize everything to your genre's needs first before you can actually start creating content), but it also makes our tool very versatile. As you can see in the showreel linked in the opening post, its used for RPGs as well as space sims, MMOs, point'n'click adventures, and more. That range of genres makes it hard for us to actually export a running game, but we could export something like a stand-alone story player demo where you can simulate actual gameplay in multiple-choice options etc.
Yet, the run-time library articy:access can be hooked up to your game engine (Unity, UDK, CryEngine, your own engine) so that you can very quickly and conveniently import all the content into your game. Using articy:access, you can - for example - analyze dialogue choices and validate condition scripts, to get a list of "currently active dialogue choices" without a single line of own code.
Thanks again to all of you.
Any other requirements or ideas?