Dialogue systems! I've been throwing around some ideas on how to modernise the traditional systems we're used to. We will most likely end up with a traditional system for this game for a couple of reasons. In this post I would like to discuss how I envisioned a dialogue system, why we didn't go for it this time and what we're doing instead.
An important element of the adventure game genre to get right is the ability to move your character around the game world. We're going for a point-n-click style where the character will move to the position you clicked in the game world. We needed to start working on this early, and as soon as we had some geometry and a temporary main character to test with I started experimenting.
None of us lived during the 18th century (or whenever the game is set - we haven't decided the details yet). Although fascinated by the folklore of the time, we don't know enough to craft a realistic period piece.
Well, the only way to get up to speed on the weird and wonderful beliefs of our ancestors is to study them.
I heard about some very interesting books by a Norwegian folklorist named Ørnulf Hodne. His book "Norsk Folketro", roughly translated to "Norwegian Folklore", seemed like the perfect way for a basic crash course.