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
Nightmares from the Deep 3: Davy Jones
Artifex Mundi
Artifex Mundi
2015-01-29
Casual Singleplayer
Game News Posts 82
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(789 reviews)
http://www.artifexmundi.com/page/piraci3/
https://store.steampowered.com/app/284810 
The Game includes VR Support
Nightmares from the Deep: Davy Jones Linux Depot [1.37 G]
After a series of mysterious notes give Sara the evidence she needs to prove to the world the existence of the historical figure of Davy Jones, she calls a press conference to reveal what she has learned; that both Davy Jones and his mythical treasure are real, hidden away on a cursed island.
Suddenly Davy Jones’s sails appear on the horizon, and the undead pirate enters the museum to kidnap Sara and her daughter.
They are taken to the hold of Jones’s ship. In order to save her mother, Corey Black agrees to sign a dark pact with the Sea Devil himself…
Sara Black must face her hardest task yet: in order to save her daughter from the soul-stealing pact with Davy Jones, she must find a way to cancel it.
Will she succeed? Who is the voodoo witch who lives on the cursed island? Or the brilliant alchemist? Why does the ghost of a beautiful young girl roam Davy Jones’s island, and what is her connection to the legend?
Features
- The final chapter of the critically-acclaimed Nightmares from the Deep series
- 29 mini-games and 11 hidden object scenes that tell parts of an extraordinary story
- 12 mysterious statues to awake – they know the past of the legendary Sea Devil
- 68 diverse, majestic locations that allow you to explore almost the entire pirate island
- 32 achievements to unlock
- Extras: concept art, game music
- 3 types of Collectibles – 12 sea horses, 10 pirate cards and 24 puzzle pieces
- Additional adventure, in which Sara Black discovers the shocking truth about the survivors living on Davy Jones’s island
- 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: 256 MB VRAM
- Storage: 1 GB available space
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