I already finished the "Event Manager" functions which allow for dynamically adding/removing quests, dialogs, scenes, pickups and NPC and basically all the things that can be changed during things like a quests (locked doors, chests, etc)
as it is a pure background function there is nothing to see on the players end but I can show the progress of the "Journal" menu which is shaping up (and is not finished yet at all)
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while rendering more "steps" of the first scene I also worked on an interactive part of the "Scene manager".
Instead of just progressing through the scene in a linear way there will be a choice based system which can lead to multiple endings (good and bad) of that scene.
to achieve this there is a "mini game" to select your choice which is a circulating crosshair that passes by the choices you have and depending on what you "hit" the scene will progress accordingly
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you got a limited amount of time to choose and have to hit the same choice 3 times in order to progress this line of the scene. you can choose to abort which will end the scene in a harmless way (no penalties) but if you miss any of the choice "targets" you get a bad ending including penalties like friendship decrease etc.
the design of the "mini game" is temporary and just to test the core functionality of the background functions, like most of the game once the framework is ready I will upgrade the game design graphically.
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