I’m pleased to share that the initial scripting (in the theatrical sense of writing the dialogue and blocking out the scenes) is almost complete!
I wanted to have everything plotted out as fully as possible in order to reduce the workload on my artist collaborator, Sylvia Armitstead. This way, she knows exactly what locations and characters and expressions and costumes I need.
Next comes the task of stitching everything together using Switches and Variables. I need the game to be able to check for and respond to two things:
- In this Groundhog Day-style plot about time travel and reliving the same day over and over, the game needs to be able to tell when the player has been through all of the available permutations so that it can move the player forward to the *actual* ending/resolution in which CJ is able to see the error in trying to force someone to love against their will.
- It will be quite possible that players will find themselves getting the same result on multiple playthroughs as they attempt to find all the possible faux-endings en route to the real one. I don’t want the game to simply replay the same faux-ending ending a second time because that, in my mind, would break the player’s immersion. It would signal that the game is “dumb” or routinized and not actually adapting to the players inputs as they are made. So, I want to have the game be able to recognize when a player gets the same outcome a second (or third or fourth) time and to respond accordingly. Something like: “You know, the definition of insanity is doing the same thing over and over and expecting a different result!”
I will be researching how I might accomplish these two goals and I will share my solutions here for any one out there who might be interested in designing with TyranoBuilder.