@shadowmouse, thanks! Yes, all of them have backstories. I thought about making NPCs without any backstory, but I just can't do it!
As for the sidequests... probably. I haven't thought about it yet.
@argh, thanks! I'll try to work as hard as I can to finish the game as fast as possible without sacrificing its quality.
And feedback cheers me on for sure, so thanks again.
Progress updateCute undead cat tells about its life:
And do you recognize the painting behind the cat?
There are some cool changes I've made lately.
First of all, I've changed the dialogue font. Compare it with the old one:
First of all, the new font is more readable. It also lets me fit a lot more text in the dialogue window.
The text doesn't scroll anymore. I think that separating text by meaningful chunks (1-2 sentences) keeps it more readable. That's how most games do it, anyway.
Because I have to fit as much as I can in one screen, rephrasing stuff is important. I think it's a good thing, because it keeps text short and precise (most people don't like to read long texts in games, unless it's a huge RPG with deep history).
I will also start to add line breaks myself (I was breaking text in lines automatically before). It lets me compose the text manually, so it looks and reads a lot better. If you look closer at NES/SNES games with lots of dialogue, you'll notice that most of the text fits the box very neatly.
To do this more easily, I'll create a tool which will let me edit text in it and immediately see how it will look in the game. This tool would also be useful for translators, I think. (especially for languages which have long words!).
I also added little talking animation which makes things a bit more lively.
I'll also start to move animation data from Lua to JSON, so the script won't take as much space as its currently does. For example, main hero's script is now 504 lines. 354 of them is devoted to animation descriptions (location on the sprite sheet, frame time, etc.). And there's no need to keep info like that in Lua files, because this info doesn't use any Lua capabilities. So, I would move each animation description into JSON file and then just write something like this in the script:
GraphicsComponent = {
... -- some stuff
animations = "anim/hero.json"
}
This animation info would be loaded in C++ later.
Oh, and one more thing. I finally came up with the name of the main character! I'll tell you later with some other cool stuff.