• Billy Attaway 5 years ago

    It'd also be really great if there was more info that could be added to each node using custom fields defined by updatable templates.
    Also, displaying a references section that shows how this node is related to other components and nodes.

    Articy:Draft is a good start, but terrible UI/UX - I think Arcweave could do it way better than Articy.
    https://www.nevigo.com/help/Flow_Sheet.html

    I don't mean to link too much to Articy, but there are some good examples of functionality that's super important to flow/branching storytelling & dialogue.
    I think Arcweave has the potential to capture a huge market share of indie developers, and in the future maybe even outside of that. There are so few apps that focus on visual branching/flow storytelling outside of game engines, and Arcweave already has so many benefits over Articy:Draft's Flow Graphs. 

  • TB
    Tyron Byrns 5 years ago

    The references section is an important and rather easy to implement feature and we have it on our list. As for the custom fields in elements (nodes) this really depends on what kind of content would you also want to put there that you cannot do with the current layout. For example would you need to attach a voiceover file to an element (node)? Would you need multiple text fields for some reason (I can't think of any)? Do you need support for tabular data? We should try to accomodate in a flexible, user-friendly way most scenarios but first we need to identify the user's objectives.

    We want to thank you for your very valuable feedback and ideas. The Arcweave project is still in its infancy and there is much room for additions/improvements. 

    Arcweave Development Team

  • Simon Keating 3 years ago

    I agree with having custom properties that can be exported with JSON export. If we can just add some custom variables (string,bool,number) of our own then our game code can do the rest once it reads the JSON.

    Currently the only way to do this is to hack something into the content string and have our game code parse some special case string.

    For example I want to be able to do a particle effect on a certain scene/element. If I could just add a string var of my own (something like myParticle="fire") then my own game code can look for a myParticle node in the JSON and display the right particle at the right time.

    If that happened I'd subscribe now :)