Writing More Dialogue

The branching dialogue work continues, and here's what it's looking like today:


He's a real conversationalist, that guy.

I'm still mucking about in the lower right quadrant in this image. Some of the branches have changed a bit, some have grown, and in a few places, branches loop back to other branches.

I'm going to see if I can set this up visually so each branch is on a separate row, and each will set a variable that prevents revisiting it later. I'm not sure how feasible that is yet, but it might make for an interesting system for getting info without the recycled text, and also without me rewriting things over and over.

I'm getting into some backstory in this latest bit, so it feels good to finally be exposing a few of the game world's secrets. I've been sitting on some lore for so long, I have a hard time remembering that only I know about it :)

More of the same tomorrow, methinks. Have a good one, all!

Comments

#1 I always thought the old

I always thought the old newspaper articles painted a pretty good idea of what had gone on, but there are a whole lot of articles and it can take a lot of gameplay before you come across most of them, so it'll be nice to have a more direct method of getting backstory.

Especially if there's stuff not touched on in the newpapers.

#2 Well, this stuff more

Well, this stuff more personal to Philip, and is outside the scope of the papers. I try to use papers, data files, and gossip as a way to transmit info about general setting and history, while encounters go into detail about Philip's past and present circumstances.

Dan Fedor - Founder, Blue Bottle Games