Monday 2 March 2015

Dreaming Man Update 5

This week I wrote out outlines of what is happening in the first two dreams of the game, as well as some dialogue for the first dream.

I also came up with some concepts to shoot through Matt regarding the system of the game. I was thinking of an elementary inventory system, as well as some stuff regarding the implementation of the dialogue that I write up.

Inventory

The idea on the table is of a basic inventory system that modifies the chance of failure with options later in the game. This way this system would work is more similar to old RPGs or Point-and-Clicks, in that there are descriptions of each item (assuming no illustration), and they can only really be used situationally, either saving the player with an easy-out, or modifying percentage chances. This would just be a Boolean value associated with certain dialogues. E.g. Player can choose: Option 1, Option 2, and (if "Tent" is True) Option 3.

Dialogue 

Legend:
Thoughts
Either brackets, or italics (italics preferred)
Speaking
Person speaking’s name + colour
Narration
No name + plain uncoloured text
Sound Effects
Goes between asterisks *bang*

Assuming text is colour coded by character, in my opinion it would be nice to add a property to each ‘character’ which holds the colour of their text for purposes of easily distinguishable dialogue. And if this were the case, I feel it would be a nice touch to allow the player to pick the colour of the protagonist’s text, as well as his name.


Things to do: Dialogue for dream 1 and 2.

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