Another thing that I want to ask is about the phone chat itself. Atm, I'm actually in a dilemma on how I want to write the phone chat for next update. Umm how to explain it.
In your opinion, should I just make the phone conversation in a way so that you only make choice on what to reply on the important stuff, or should I make it like BaDIK where you choose for each reply in the phone chat? Which one do you think is better?
If the other replies would be adding different flavor text, yes to the player choosing all replies.
If they don't. I would say reply only on the important stuff.
If the other replies would be adding different flavor text, yes to the player choosing all replies.
If they don't. I would say reply only on the important stuff.
Noted! And of course, if player choose each replies, then each reply would've been in a different tone Otherwise, there will be no use of adding those choice in the first place
Noted! And of course, if player choose each replies, then each reply would've been in a different tone Otherwise, there will be no use of adding those choice in the first place
From what I understand BADiK has each reply in the phone chat, and the choice given doesn't really have any consequence in the chat which is followed afterward, nor does it have any influence in the main story with each of LIs.
Also, BADiK's phone chat or voice phone call responses which have impact/consequence in the main story of LI (i.e. Important stuff), they are always fixed and have no choice to begin with anyway.
From what I understand BADiK has each reply in the phone chat, and the choice given doesn't really have any consequence in the chat which is followed afterward, nor does it have any influence in the main story with each of LIs.
Also, BADiK's phone chat or voice phone call responses which have impact/consequence in the main story of LI (i.e. Important stuff), they are always fixed and have no choice to begin with anyway.
With the phone calls pov, there are various ways which devs do it, so you have 2 options;
1) Just completely stay on one character's POV, with the other person on the line not seen.
2) POV switches back and forth between the 2 people conversing (though switch is at a reasonable pace, not frantic).
3) Split-screen with both POV shown at the same time.
Now, all 3 have their possible disadvantages each;
1) As it's said the other person on the line is not seen.
I'm assuming this is your least favored approach.
2) Switching back and forth could work, but doing too much switching actually detracts from the experience rather than adding it. You've really gotta find that perfect balance with the switch & not overdo it.
3) Split-screen while both characters can be seen at the same time, because both characters are sharing the same screen space (roughly halved), the space for character and the environment shown becomes quite limited.
With branching, while I wouldn't say I'm an expert, I will say the following.
All branches while initially split must eventually converged (until the next branch lol), and when converged they should still follow the roughly same path, with slightly different variant scenes to reflect the player's choices in each of their said branches.
And I'm actually glad that you're thinking of choices and branches for this game.
I always preferred narratives which do that, over the just linear stories (not saying linear tales are necessarily bad, just that I prefer having more choice driven consequences in my games).
Regarding Weekly dev log, I'm not sure.
Sure, while I won't say it's necessarily bad with just talking, but visual genreally tends to make dev posts more interesting.
Also, perhaps you can talk about other stuff like music being used in the game etc?
As well as how some sections of the game like the gallery/bio sections etc etc?
But in terms of a weekly dev log, here are examples of how Lazy Bloodline (dev of Dropout Saga, a game I'm nowadays playing) is doing it, given he recently started weekly dev log format
Granted, each dev's approach of developing their game is somewhat different, but even so, I hope taking a look at his past 2 weeks dev logs can give you a rough idea of how you should set up yours.
With the phone calls pov, there are various ways which devs do it, so you have 2 options;
1) Just completely stay on one character's POV, with the other person on the line not seen.
2) POV switches back and forth between the 2 people conversing (though switch is at a reasonable pace, not frantic).
3) Split-screen with both POV shown at the same time.
Now, all 3 have their possible disadvantages each;
1) As it's said the other person on the line is not seen.
I'm assuming this is your least favored approach.
2) Switching back and forth could work, but doing too much switching actually detracts from the experience rather than adding it. You've really gotta find that perfect balance with the switch & not overdo it.
3) Split-screen while both characters can be seen at the same time, because both characters are sharing the same screen space (roughly halved), the space for character and the environment shown becomes quite limited.
With branching, while I wouldn't say I'm an expert, I will say the following.
All branches while initially split must eventually converged (until the next branch lol), and when converged they should still follow the roughly same path, with slightly different variant scenes to reflect the player's choices in each of their said branches.
And I'm actually glad that you're thinking of choices and branches for this game.
I always preferred narratives which do that, over the just linear stories (not saying linear tales are necessarily bad, just that I prefer having more choice driven consequences in my games).
Regarding Weekly dev log, I'm not sure.
Sure, while I won't say it's necessarily bad with just talking, but visual genreally tends to make dev posts more interesting.
Also, perhaps you can talk about other stuff like music being used in the game etc?
As well as how some sections of the game like the gallery/bio sections etc etc?
But in terms of a weekly dev log, here are examples of how Lazy Bloodline (dev of Dropout Saga, a game I'm nowadays playing) is doing it, given he recently started weekly dev log format
Woahh! Thank you so much for the reply! And yes, the approach that I go with is back and forth between the POV. I hope I didn't over do it lol. Bcs there are times when I switch POV after one line of dialogue
And as for the Choices and Branch, I always want to make a game where your choice actually matters and actually change the course of the story. Hence why I'm going with the multiple route approach. And yes, even though there's a multiple route in the story plot, there's always a limit line that prevent the story from going out of control. I remember playing one game that has an absurdly lot of route but Dev didn't manage each route properly that end up making the game weird and confusing. That's why I'm trying my best to carefully write in a way that it didnt make player confused.