First release & the origins of Squeaker!
Squeaker had a long road to v0.1's release.
I made this program with our upcoming game Onward Rodent in mind & it's origins go as far back as when the game was decided to have branching dialogue when it entered the alpha stage of development. I knew typing this data into raw dictionaries or spreadsheets would be inconvenient in the long run. However, I still ended up doing this for the past two years before Squeaker finished development.
So what kept Squeaker from being usable before now?
Squeaker actually had a predecessor dialogue editor named Meep that I worked on for a few months before realizing it had some fundamentally flawed ways of storing data.
I included a couple pictures showing what it looked like. The Demo-tan portraits weren't done by the time I retired Meep which is why it shows a big question mark as the portrait instead. Another interesting thing to note is that there is no save/load options. This is because when Meep starts it first opens the default project and saves it when I close Meep. Just one of those things that show I really only made the application with myself in mind in this version. However with Squeaker I kept in mind making it a lot more end-user friendly in case I would release it publicly. Turns out I ultimately would, so good move.
The problem with Meep's storing of dialogue data was every entry is tied to a character & place. What I hoped would help keep it organized turned out to do much the opposite. I made all the entries be kept under a dictionary of character names which were also stacked on top of dictionaries with place names. Turns out this was a really dumb idea. It actually made it harder to keep the data organized and required both a character and place to call any dialogue. I found the data would be much better off decoupled from either. Squeaker by contrast only needs a key name for each entry that in turn refers to the data instead of tucking it under a dictionary. So after a hiatus where I settled for putting my dialogue directly into spreadsheets during the game's development, I eventually felt ready to give this another go from scratch. Squeaker is the result of that & many other ideas I had for an improved editor.
I am really glad that Squeaker came out so well. The new things I've learned about Godot's UI system before Squeaker's development really helped, but more than that, learning from the mistakes I made with Meep helped me understand in many ways how *not* to make a dialogue editor.
Get Squeaker Dialogue Editor
Squeaker Dialogue Editor
Squeaker is a non-linear multi-language dialogue tree editor with many extra features.
Status | In development |
Category | Tool |
Author | Mischief Aaron |
Genre | Interactive Fiction, Role Playing, Visual Novel |
Tags | Dating Sim, Godot, JRPG, Mystery, Narrative, Story Rich, Text based |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- Version 0.3.3 Includes new character name search features & some polish.Feb 07, 2023
- Version 0.3.2.1 solves one last navigation bug.Feb 02, 2023
- Version 0.3.2 Fixes several minor issues.Jan 30, 2023
- The User Manual is ready!Jan 28, 2023
- Roadmap to Version OneJan 25, 2023
- Version 0.3.1.1 Fixes a couple of crash conditions.Jan 22, 2023
- Only 3 days left! Get Squeaker at a 40% discount while you can!Dec 28, 2022
- Version 0.3.1 uses dynamic spacing to make the visual tree more compact and easi...Feb 09, 2022
- Squeaker is now half the price!Feb 08, 2022
- Version 0.3 adds new search methods!Feb 08, 2022
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