Eyes Align – Dialogue Changes

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Balancing dialogue to be both interesting and a challenge, while also providing the player with many choices is quite a difficult venture.

The dialogue mechanic of the game was at the start meant to be something far more complex than what it turned out to be (see the blog post Eyes Align – Development Week 4 for more information); our huge ambitions were dashed upon the stones of reality.

So what happened exactly? Branching dialogue, using the hub and spokes approach that games like Mass Effect use, became the standard type of dialogue in the game, which wasn’t entirely different from what was planned, but there was no AI, nor any form of skill-based mechanics involved. Gameplay turned more towards the visual novel genre, unsurprisingly perhaps, as our engine happened to be one specifically made for said genre.

 

About Erik Nord

2015 Programming