- Sep 23, 2020
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Something I have been saying for so long over here. But all intelligent folks here think he writes entire scenes on spot before the update based on a very rough outline or few bullet points every single updateIn writing a scene even without translations you generaly don't have the "Full Dialogue" written to completion when the time comes to put into the game.
You are more often going to have it in "Red Text" prior with a loose idea of what you want in there.
Instead you will have a "General Purpose / Red Text" of the scene.
So you may have something like this instead of completed dialogue:
"Sophia wakes up. She thinks about some event from the night before. She goes and takes a quick shower, maybe a quick thought about showering with the daughter while in there and then she thinks about the task from Aiden maybe gets a little annoyed and angry. Time to get dressed to aidens specifications continuing with annoyed thoughts. Calmed a little Now at the school... Aiden is going to say something like a smartass and sophia will get a little angry again... Onto the next task..."
So it's like you kinda know what is supposed to go in there, but you don't have EXACTLY what is supposed to go in there.
Dialogue tends to come out better if it done this way after you have the renders than if you have it before. You can adapt a dialogue to be a little bit better of a fit onto the render being shown than in the reverse process.
If you have dialogue before renders you are more likely to get a mismatch.
Suppose two months ago Sophia was wearing "Pink Panties" in the dialogue, but in the rendering process a nice pair of "Blue Panties" was chosen over those because they looked better at the time for some reason. If you are using the older dialogues that came pre render you may have instance of it mentioning "Pink Panties" when they are clearly "Blue Panties"
You put your dialogue on after your renders the same way you put your shoes on after your socks.