Game
Selling Sunlight - Wandering Merchant RPG
6 years ago

Monthly devlog - June


Hello!

The sun hasn't been particularly kind to us lately, but we remain determined to finish this game.

devlog_14_c.jpg

See the burning area around Milan? We're there. Send help.

June has mostly been a "putting the pieces together" month. The good news is that we're finally really, really close to releasing a new beta build to backers who pledged 15€ or more. The bad news is that we don't have many fancy screens to show you today, since we spent most of our time squishing bugs and updating old code. In particular, we gave our dialogue system a big upgrade!

Let us show you how it works.

Making games talk

Truth is, there aren't many efficient ways to handle branching dialogues in videogames. Spreadsheets are the most commonly used solutions, because it's easy to export data from a spreadsheet to whatever game engine you're using.

devlog_18_a.jpg

The hard life of a narrative designer.

For Selling Sunlight, we created our own dialogue system from scratch, focusing on two important features:

* Ability to store text in simple text files

* Ability to program cutscenes from the text

Selling Sunlight has a sprawling, modular structure, more akin to an open-world game than to a linear JRPG. Some quests require you to do different activities, like asking questions, buying stuff and traveling to certain places. Other quests can be completed in different ways, or have different endings depending on your attitude. Organizing all this text can get quite messy!

We designed a system that allows us to write special commands like "show this picture", or "give the player this item", directly in the dialog files. This way we can program entire cutscenes without even having to open our game engine.

devlog_18_b.jpg

A sample script, featuring a mixture of dialogues and special commands.

This dialog system is the backbone of the whole project, and we keep updating it from time to time to streamline it and add useful features.

Our old message UI, for example, didn't feature name boxes. Our new UI has space to show names, so we updated the dialog system to allow it to automatically retrieve and display the names of people involved in a conversation.

Programming all this might not sound exciting, but having a solid base means we can spend more time writing quality dialogues, and less time fiddling with code to put the dialogues in the game!

That's all for now.

May the Sun stop shining before our laptops melt ;_;



0 comments

Loading...

Next up

Did you know that today is #InternationalJazzDay? 🎷😎

No? 😯 Well, we couldn't pass up this date!

And what better to celebrate this day than #Pecaminosa #OST? 🎷

Let us know what you think about it and have a great weekend!

I was bored, so... ManutKat.

What you all think

Demonstration of the spells and their effects :)!

Today I tackled drawing different variations of facial expressions for one of the main characters in Eden. What do you think of it? :) Eden: https://gamejolt.com/games/Eden/592698

Levels' maps.

Only true badasses may pass! #conceptart #art #gamedesign

blender animation experimentation, getting the hang of things fast. arms, rig, & gun models by me ofc

Respect (Only TLOZ Players Will Understand)

THANK YOU FOR 400 FOLLOWERS!!!

Here is a drawing a I made FOR ALL OF YOU

LOVE YOU GUYS❤