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CSV Dialog Editor

Create CSV-based dialog stories in Godot

Getting started

There are many dialog editors for Godot, but none of them were based on the Godot's Translation System.

The goal of this project is to create an addon that can make localization an easy task while using readable files without dependecies from Godot (no .json / no .tres/res).

The current implementation uses a CSV file as the dialog's source, and generates a Dialog Resource which contains a dialog sequence refering to the keys from your CSV file.

Installation

To install this plugin, you need to download this project as a ZIP file and extract the addons folder in the root of your project directory. Then, enable it on the Godot's Project Settings menu.

Making the CSV file

You will need to create and format a CSV file with an spreadsheet editor (ex: LibreOffice Calc, MS Excel...) following the guidelines on the Translation format guide. The keys will be composed of two main components, the AID (Actor ID) and the LID (Line ID). The AID refers to the character or object who will trigger that line. The LID is used for making a different line. It should be incremental. The AID and LID are separated by an _ underscore.

The key (union of an AID and LID) is called DID (Dialog ID).

Stories are composed by multiple DIDs, and they're readed from the first slot to the last one.

The format of your keys should be: AID_LID

Example:

Actor1_0 Refers to the first line of the dialog of Actor1.

Sample project

Currently, the sample project is a WIP. Will be available in a few days.

Roadmap

  • Sample project

General enhancements

  • Multiple stories inside one resource
  • Dialog tester (reproduce dialog on editor)
  • Preview dialog (press button on slot, and the translation will appear on the preview tab)

Future scope

  • Multiple dialogs open
  • Add animations (via Tween) (may produce some slowdowns...)

FAQ

  • Why CSV files?

CSV files can be edited on any spreadsheet software. This allows the translator to have a better overview of the current translations and their respective keys. Last, but not least, CSVs are completely independant from Godot, and they're widely used in localization teams.

  • I think I have encountered a bug...

If you think you have encountered the cause of that bug and you can solve it, feel free to start a pull request, and I will merge it as soon as possible. Else, create an issue detailing what were you doing when you encountered the bug. Thanks :)

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