Weekly Report (Apr. 8th)


Hello.

This is a mess. When I was revising and translating the dialogues related to Zondok previous week, they looked fine. Sure, they weren't peak creative writing, but looked decent, on paper. After I put them into the game, it turned out that the texts weren't, in fact, very well written. They were satisfactory at best, or strange and incoherent at worst. I was trying to salvage them the last couple of days, but I'm still unsatisfied with the result. I think I'll spend another couple of days working on those dialogue branches.

The list of this build's changes:

- Updated my dialogue nod viewer tool - now it not only lets me see how nods look in the dialogue box, but can also easily rename all nods in a folder and add new empty nods to that folder without the need to manually create new or copy existing nod instances. As a pleasant bonus, nods created via the viewer are renamed automatically and fit in with the rest of the nods in the folder;

- Implemented dialogues - technically, they are in-game. To trigger the new dialogues, you will have to walk around the market. Every time you step on an empty market tile, a hidden counter increments. You need that counter to reach 8, then a new dialogue will commence. Right now, the branches are accessible in a linear fashion - you simply click on the action button, and the next branch will begin to play. The trading tutorial is not yet implemented;

- Revealed week day in the UI and forwarded time to afternoon upon market level loading - to simulate that the protagonist has been told about the world's week days by Gaspar during the trip to the market, which took some time (hence morning turned into afternoon);

- Made a small change to the dialogue sprites fading effect logic - now the effect should look visually smoother.

Next week, I'll keep polishing the dialogues, and will also implement the trading tutorial. It won't be anything special. The player will have to buy a potion, and then they will be given an opportunity to buy something else with the leftover money. The 'something else' will need to be implemented. I want to introduce at least some clothing and weapons with their own set of combat actions.

Signing off.

Files

CoFI-Demo-0.4.2.zip 117 MB
33 days ago

Get Chronicles of Forgotten Islands -DEMO-

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