Saturday, February 22, 2014

LIFELIKE: The Daunting Dialogue System, Part 2: Event Dialogue & Idle Dialogue

(I've decided to copy over some of my posts from the Lifelike dev blog, 'cause who's got time to read two blogs? No one, that's who.)

Time for round two! This continues where the first post left off, discussing the design for the dialogue system in Lifelike.

This second half discusses the two different large categories of dialogue: Event Dialogue and Idle Dialogue.

Friday, February 21, 2014

LIFELIKE: The Daunting Dialogue System, Part 1: Overview & Priority

(I've decided to copy over some of my posts from the Lifelike dev blog, 'cause who's got time to read two blogs? No one, that's who.)

So, I've finally finished the design document for Lifelike's dialogue system. Funny how a single bullet point ("Integrated, un-intrusive dialogue") can turn into about nine pages of specifications. The design for this definitely turned out to be more complicated than expected. The complexity is mainly caused by the fact that, while our core gameplay is turn-based, the dialogue is real-time.

Because of this, it's possible for dialogue to be triggered while other dialogue is already going on. Find the solution to this problem (and more!) in the first half of the Dialogue System Design Document, after the break.

Sunday, February 9, 2014

LIFELIKE: Corruption Guidelines

(I've decided to copy over some of my posts from the Lifelike dev blog, 'cause who's got time to read two blogs? No one, that's who.)

So, as we've mentioned quite a bit, our game focuses around a transition from a realistic setting to a surreal fantasy setting. That's pretty much the extent of the detail we've shared about it, and that's not because we were being secretive... it's because we didn't know.

With nothing more than an ambiguous idea about normal things being slowly replaced by very not normal things, it became clear that we needed more clarity in order to move forward with art and design.

As such, I decided to write up a guidelines document, detailing what we want to do with our weird, eclectic inspirations.

an early corruption comparison sketch

So, here's the doc (after the break):

Friday, February 7, 2014

LIFELIKE: Our Initial Design Document

(I've decided to copy over some of my posts from the Lifelike dev blog, 'cause who's got time to read two blogs? No one, that's who.)

We've finally finished putting together our High-Level Design Document! It's pretty snazzy. Check it out after the break.