Finally, I finished the dialogue mechanic. Now, our colaborator can use Yarn to write our dialogue tree and our mechanic will do the rest.
The biggest challenge is, since our team decided we would not use mouse as an input control, making the selection of dialogue not break immersion. The 'w', 'a', 's', 'd' keys are used for movement and the 'up' and 'down' keys are used for dialogue selection.
From feedback of people I've shown this mechanic, in a gameplay perspective, it fulfils its purpose but it's not very nice to look at. Besides, since the main character is always at the center of the screen, I will need to find a way to avoid puting the dialogue monopolizing half of the screen.
For the low-fidelifty prototype, we find ourselves limited by not having people around to do experimentations. So, during the weekend, I'm going to do some gameplay storyboards to add to the already finished paper prototype test.
Usually, storyboards are used to prototype the visual concept but they can also be used to describe interaction in gameplay. From the paper prototype, some gameplay loops are not clear so my objective is to explore every gameplay loop and to make the most of a situation where I don't have access to players,
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