Irony Curtain: From Matryoshka with Love is a game full of different characters talking to each other. In fact, some puzzles can be solved only by choosing the right dialogue option. Thats why in todays episode of Behind the Irony Curtain wed like to tell you more about the process of creating dialogues in our game.
Writing dialogues is just the beginning of the process. There are over 5471 lines of text in Irony Curtain and every one of them needs to be properly inserted into the game, to make sure all characters say exactly what Game Designer wants, in the exact time and place.
Heres how it looks in Irony Curtain:
1. Every game character usually has more than one dialogue line. One of the ways to operate it is to use logical TRUE/FALSE flags. These flags helps us determine the state of knowledge of a specific character or whether an event of which the character speaks has already taken place.
2. Each dialogue is built in the editor as a separate tree consisting of successive nodes connected with each other by lines defining the order in which the dialogue of the character appears.
3. To be honest, writing dialogues is just filling the form fields. It looks more or less like this:
- Create a new dialogue in the editor and give it a name. Then inform Level Designer about the circumstances in which it should be launched (eg. when Evans checks on the Prisoner);
- Create the first Node (a red dot on the editor screen) and enter the necessary information (into the form on the right side of the screen):
[olist] - Who is talking
- The Dialogue text (or several dialogues if they should be drawn)
- (Optional) The Dialogue text when repeating the talk
- (Optional) If the dialogue happens not on the location but on zoom whose head and on which side should it be displayed
- (Optional) Text display time (its useful when testing the game without recorded Voice Overs which determine the text display time in the finished game)
- Where the text should appear on the screen (e.g. over the character or over the radio speaker)
- (Optional) Actions to be made before or after the dialogue (e.g. acquiring an item or activating a logic flag character X already knows about Y") [/olist]
- Create another dialogue node and fill it in
- Connect the first node with the second one
- Rinse & Repeat ;)
5. Thanks to this we can assign a specific Key to a Node, and not just the text. All texts with Keys can be saved to a shared Excel sheet with different languages. As a result, the different language versions of the game have the appropriate dialogues.
That is all in this episode of Behind the Irony Curtain. We hope you enjoyed it and don't forget to add Irony Curtain to wishlist! https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryoshka_with_Love
Left in the Dark: No One on Board
Moonrise Interactive
Artifex Mundi
2014-10-02
Casual Singleplayer
Game News Posts 81
🎹🖱️Keyboard + Mouse
Very Positive
(441 reviews)
http://www.artifexmundi.com/page/charlotte/
https://store.steampowered.com/app/284890 
The Game includes VR Support
Left in the Dark: No One on Board Linux Depot [339.39 M]
Private Detective knew this case was going to be strange as soon as she read the letter from the Mayor of Port Providence, in which he asked her to board a ship that went lost at sea years ago, then recently reappeared with no sign of the crew or cargo.
Detective is at a loss as to what happened to the vessel, even after examining all of the evidence. She knows there is more to this case than the Mayor is letting on. The press is abuzz with talk of a curse. And, after encountering a hooded figure with a hook on his hand, on a supposedly abandoned ship, she begins to believe it.
Detective is a rational woman, not prone to believing in ghost stories or fables. But this case is unlike anything she has ever seen. What connects the ship’s disappearance with Devil’s Island, and a local family’s unsolved murder? Will she find the allies she needs to break the Traveler’s Curse?
Features
- Unique puzzles of varying difficulty levels
- Gripping storyline
- Hand-drawn art
- Atmospheric music and sound
- Interactive location map and journal
- Unpredictable events and twists
- Complex characters and lore
- OS: Ubuntu 12.04 (32/64bit)
- Processor: 1.5 GHzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: 128 MB VRAM
- Storage: 1 GB available space
- OS: Ubuntu 12.04 (32/64bit)
- Processor: 2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256MB VRAM
- Storage: 1 GB available space
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