Well, I'm back now, so I thought I'd give some sort of status update.
Right now, I'm re-writing ALL dialogue conversations.Ã, The game's now using dialogue "icons" (like in Broken Sword / Sam N Max), because with it I can make the dialogue flow 10x better.Ã, Took me a while to figure how to script icons, until I thought of using inventory items as topics.Ã, The topics you can talk to each character about is decided by what that character is holding in their inventory.Ã, The game then sets THAT character as the player character, then displays their inventory items, so you can click on each dialogue topic.Ã, (If that makes sense)Ã, That way adding/removing topics is as easy as AddInventory / LoseInventory.
As for the game itself, let me break it down.Ã, It's split into 4 parts (no chapter selection screen as of yet, though):
Part 1)Ã, Needs a little tidying up, but pretty much done.Ã, More of a prologue, really.Ã, (The demo takes place in the second half of this part)
Part 2)Ã, A HUGE part, because it uses LOADS of new graphics and locations.Ã, Lots of puzzles, which means lots of bugs to fix and polish to shine.Ã, Coming along very nicely, though.
Part 3) Major part.Ã, Some big scenes are in this part, and the tone needs to be just right.Ã, Constantly reworking, and will be a lot of work when it's been designed, since it's set in an entirely new location.
Part 4) Still under design, though re-uses a lot of graphics from Part 2.Ã, Being the end, it'll have some very cool in it though, so it should be fun to make.
So when will it all be done? Not for a while yet, I'm afraid. I've got college again just round the corner, so work will have to slow a bit.
Right now, I'm re-writing ALL dialogue conversations.Ã, The game's now using dialogue "icons" (like in Broken Sword / Sam N Max), because with it I can make the dialogue flow 10x better.Ã, Took me a while to figure how to script icons, until I thought of using inventory items as topics.Ã, The topics you can talk to each character about is decided by what that character is holding in their inventory.Ã, The game then sets THAT character as the player character, then displays their inventory items, so you can click on each dialogue topic.Ã, (If that makes sense)Ã, That way adding/removing topics is as easy as AddInventory / LoseInventory.
As for the game itself, let me break it down.Ã, It's split into 4 parts (no chapter selection screen as of yet, though):
Part 1)Ã, Needs a little tidying up, but pretty much done.Ã, More of a prologue, really.Ã, (The demo takes place in the second half of this part)
Part 2)Ã, A HUGE part, because it uses LOADS of new graphics and locations.Ã, Lots of puzzles, which means lots of bugs to fix and polish to shine.Ã, Coming along very nicely, though.
Part 3) Major part.Ã, Some big scenes are in this part, and the tone needs to be just right.Ã, Constantly reworking, and will be a lot of work when it's been designed, since it's set in an entirely new location.
Part 4) Still under design, though re-uses a lot of graphics from Part 2.Ã, Being the end, it'll have some very cool in it though, so it should be fun to make.
So when will it all be done? Not for a while yet, I'm afraid. I've got college again just round the corner, so work will have to slow a bit.