Devlog 35: Scripting

I knew going into this that having lots of different outcomes depending on the choies you make would lead to a lot of different dialogue options, but the hardest part is keeping track of what dialogue options are available depending on the choices the player makes. There are probably half a dozen or so branching paths at this point depending on what the player does, and the actions you take will most certainly have wider consequences. There are no “right” or “wrong” choices, and I want to avoid the trope that most games of this type fall into where the objectively “wrong” choice actually ends up being the better one, and vice-versa. This is also something I’ve seen a lot in TV shows where the writers have the main character avoid the most logical choice (kill the bad guy after they capture him) and spin it into something that’s good (the bad guy was actually the good guy all along). I don’t want players to go against their gut feeling for what is a “right” and “wrong” choice, but there will still be plenty of morally ambiguous choices that you will have to decide on your own.

Additionally, I’ve hired a character artist to make portraits for each of the characters in-game, so the visual novel part will now be fully realized (for the most part).

Some of the highlights:

  • Added dialogue options through day 3 depending on player actions
  • Minor UI changes
  • Added a taxi that does nothing

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