Journal Update
Long time no update, but I have to say that some serious progress has been made during this time.
Companions almost done
I say almost, because some small things need to be re-looked. All the conversations are finished though, and all it takes now is to go through them and enhance them a bit. I figured some DM coloured text will come in hand here, in between their words were they say something which I need to bring up better. This is because, I noticed that if a companion says something and he's mad, it's tough to bring it just with what he says. Especially for me. English not being my first language hurts here. Perhaps a small coloured description is what is needed.
Fortunately, I will get help from the best when it comes to writing. Tchos will go through the conversations and see what can be fixed or stylized. I cannot explain how important this is for me. Because I always thought that no matter how good (if it comes out good) my work is, it will always miss a bit on the conversations. So I cannot wait to work with him, and express my gratitude for the effort.
In between this, I worked with the gtr_bark_node script. A really nice tool, and easy to use. Before that, I thought that the only way to make one speak an one liner while we walk somewhere, was to make a new script for each one of them.
The big convo closing chapter 2
For the past week or so, I have been working on this huge convo which wraps up chapter 2, and even offers an early ending. This is approximately 15k words, but don't be scared. It's not possible to go through all of them. Here, many decisions we made through all chapters will come back. Some side quests too. We get questioned about our actions and so on, and I cannot say more without spoiling
.
Before I start writing this, I thought some good planing would be nice. So I opened the trial convo from the OC to see how they wrote that lengthy dialogue. Good trick. They used a new opening node for every subject. Of course, the first node (introduction) will open first, so you don't care that the rest are also openers with conditions. Then, link the rest to the end of the above. That way the branches don't expand to chaos and it's really organized.
Added some more visions
I don't remember if I mentioned this in the past, but here it goes. The PC has some random visions throughout the game. But I noticed that after a while I got lazy... and didn't add more vision events. This is an important part of the story, so I took the time and added three more.
"Consequences"
Back to the big wrapping convo. I'm a fan of the "Whaaat" effect, as I like to call it, in games. That is, when I make a decision, somewhere, and then someone mentions it somewhere else. At the time I make it, I might feel like it's just a quest. But when I see that people got happy or hurt because of it, I get a feeling of a hero, or that I should be more careful with what I say and do.
I like this, because I think it reflects reality a bit. Our games are based in cities and societies, and it doesn't make sense that one can kill without consequences.
For example, if you save a falsely accused prisoner, he will be happy. But the city watch will have another point of view. Perhaps not immediately, but eventually a decision like that will come back.
Release?
EE told me many times that I should release this once chapter 2 is done. But the truth is, that the more I think of it, I'd really like to wait for the whole thing to be ready. It's really not that much more. I don't think this community will get lost. It would have happened by now. Even I came quite late to it in order to mode, and I'm still here.