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