I like the game itself..
But the spelling errors really annoy me...
Still, thumbs up for the game..
Yeah, we're going back through and scrubbing old scenes to finally start cleaning them up. It's been on the to-do list, just not very high. The errors are usually the result of me either thinking faster than I can type, or we're rendering in the background and the screen refresh rate is lagging and I just keep rolling forward.
We're going to make a real effort to get better about it. I just have to start forcing myself to slow down while I type.
Still, I'm glad you're enjoying the game in spite of it. Salute!
Exactly, probably the first time I noticed direct change of tone in a character simply by choosing a different answer. Really impressed by your work, both the renders and story/conversation. A small change of a facial expression adds a whole lot more depth and mystery to the character, as if you're almost letting the choice breath a little.
The fact that you don't have to write everything on my nose, and still being able to show me the continuation of the story by just a simple render is to me second to none on this site.
I can appreciate the quality of the game a whole lot more when the writer have so much faith in their work, so that they don't have to spell everything out, trusting the player to pay attention, both on the conversation and on the renders.
Absolutely! We made the choice early on that we wanted this to be from Roger's perspective, since the idea is that he's telling the story to his therapist. We wanted the moods, attitudes and motivations of the other characters to come out in dialogue, body language and facial expression. We didn't ever want to have to "go into another characters thoughts" to drive the story forward or explain why they are doing things.
We love subtlety. And the facial tolerances in Daz give us a lot of room to play. You don't need to use major changes in the face to completely change an expression. By just notching up the eyebrows a bit and lower the eyelid a touch, you can go from casual to WTF! You don't need to render the whole "wide eyes gaping mouth" shocked look preset. We're happy that readers are picking up on these small signals. They're very intentional.
We try to stay away from too much exposition too. We want the story to come out through interaction and dialogue, not long passages about "how we got here or why so and so did that".
For example, Cassie's whole attraction to Roger and her attempts to seduce him(on the red path) has a very practical backstory. But rather than stop the story, take you into her head and lay it all out in a few paragraphs, we want the player to discover it through conversations with her. Let the pieces slowly fall together and discover it the way Roger will. It keeps the story moving forward and makes for some really great conversation.
The story is definitely at its best when the renders and the words work together to either reinforce or to clarify each other.