if you want to go the unity route, there are plenty on the asset store. they vary massively in approach so probably try out a few different free ones to figure out what feels right
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i come from a coding background so the code style feels more natural to me but there're node-based ones and some that read like typical scripts. i might be way off from what you were asking here but hopefully this is useful in some way. this is also assuming a text-based dialogue focused game
Honestly, I'm taking all information I can. This is all very informative and quite cool. So definitely going to utilize it to gain some more knowledge. Especially looking into the asset avenue via Unity. Far as text-based you'd be correct. For both artistic and practicality reasons.
to cap that off. Super appreciate the time you took to write all of that out. It's definitely given me a lot to think on. As well, already making me considering how I'd want to approach it going forward. I'm super inexperienced with coding & am more of a writer.
Currently looking to start learning C# for Unity development. Though it is early days. I've tried to learn it before but life got in the way. So mostly going with it for some sort of familiarity. Had considered going with Godot before landing on Unity again. Honestly still questioning that.
there's arguments for both as a first time coder. i'd probably lean toward godot just because of unity's semi-recent shady behaviour but there's definitely a massive backlog of tutorials and assets for unity
Yeah, the latter is sort of why I was leaning toward Unity. A major reason why I'm still not fully certain of my decision was the shady stuff you mentioned. Which is unfortunate given I do like the asset store & the amount of tutorials. Then again, Godot.
C# is a nice language to learn overall though. i use it daily at work. a nice thing about starting with that is you can jump ship to godot and still use c# if you're comfortable enough. also gives you a good base of the fundamentals
the main trick is probably trying a couple out. write a really small scene/conversation in a few different systems and you'll get a good picture of what they're like. research alone will get you a system that sounds great in theory but is hell to work with practically
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