SamuKata
slaen
slaen

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Writing, writing, writing

...and some scripting work too. But mostly dialogue and design writing this week. Just a heads up there might be a bit of light spoiler type stuff in here.

So I'm trying to juggle the dialogue trees to handle if and when the player has spoken to a specific character. In theory it'll keep track of if the player has spoken with that character for the day. Then after that they'll get a generic dialogue saying something like "I'm busy come back tomorrow". I also want to allow the player to skip talking to a character entirely but still have the dialogues make sense if and when the player does talk to that character. Then there's also chunks of tutorial text layered in with the story / flavor dialogues. So there should always be the option, even on the generic "not now I'm busy", for the player to select something like "tell me how this thing works".

Most of this basic low level stuff is working and just needs polish. Then there's layering in possible corruption routes that will continue or branch off from the base dialogues if that player chooses specific actions. These I haven't fully figured out how to implement or how far to take them yet.

The idea here is also to give myself some practice in a limited setting with a limited number of characters and get more familiar with interwoven dialogues, actions, and the results of those actions.

Then I've also been trying to figure out how to hook this into the larger world. I want the actions the player takes here to have repercussions on the player on the outside. Nothing that the player won't be able to overcome or compensate for but enough to feel like part of the larger world. Which I'll need to keep track of how and when the player leaves the monastery and what quest flags were active at the time. Were they stealthy enough that no one even noticed they were gone? Did they fight their way out? Did they charm their way out? Did they find some other alternative? And then based on that start giving the player an optional next step to pursue (or ignore). Think of how in Skyrim after the player leaves that very first dungeon and the dude they escaped with says "let's go to Riverwood" and then the player has a direction to follow if they want to or they can go and wander off into the world.

So yeah. Oh and I did a bunch more detail work on the monastery. Mostly adding trims and polish and starting to add a few props and containers.

Writing, writing, writing

Comments

lol, I usually try to encourage people with ideas and motivation to start putting stuff down on paper and then putting it to work in their own prototypes or full on game projects. There's so many awesome tools out there for game dev that there's never been a better time! And it seems like you've got tons of ideas and motivation. But also I'd like to add mod tools to Feign eventually... that's just still pretty far into the future right now. But then you could run wild and wouldn't have to wait on me being all slow and stuff! But, so, dialogue options! I agree! But! These balloon so so quickly and I'm still trying to figure out a more streamlined way of handling things. It's like an exponential problem by the time I get the basic quest choices in and then layer in things like dominant or submissive options. And there's so many ways to split this too! The shy inexperienced adventurer that is always nervous and stammering. The airheaded bimbo adventurer that gets distracted easily. Then what about quest specific arcs? What if the player is an agent of the inquisition? or working for the demons? or working for the goblins? Then do those also get written for each sub/dom/neutral branches? lol, sorry, getting carried away. But this is a huge part of what I'm wrestling with doing the monastery writing and scripting and trying to find a middle ground but still give the player options that feel impactful and let them play the way they want to. But absolutely adding dialogue options that allow the player to start from a middle position and then be swayed by the persuasiveness of a succubus or another NPC - those will totally be in there :) alright, lol that's enough typing for now I'm gonna go work on retopologizing this furniture!

slaen

Since this post is about writing, I shall make a writing suggestion. I recall that you sated in a different post about two different dialogue paths, dominant and submissive, and here's my suggestion for a third. Assertive: self-confident without being domineering, but open to alteration without being submissive. A middle road option. Here's something else, too: corruptive dialogue options. That is to say, locked off dialogue options unless the play has a high enough corruptive score or some such. In my next post, I shall perhaps of an entire area I conjured up: Valley of the Giants! I wrote and an entire page out about it.

Oscar Wilde

i found this game last night and saw what it was described as and thought it was too good to be true, but it is both good and true, stay focused and this game is gonna blowup!

Shunka Doo


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