Posted August 01, 2020 by Kai16 Infinity
#devlog #cubecramp
Dialogue is one of the most important things about CubeCramp. Being a Rogue-Lite adventure, it needs to be unique in its style, humour and gameplay. To have the character portraits overlap the textbox was one of the ideas we built upon from the prototype.
Text itself felt too bland, in a similar manner to what a text editor looks like, so we added depth to it.
We're giving it the old workaround! Cubit provided some of the code below, and with some improvements, dialogue looked much, much, much, much better!
if (!unique) { uniquify(); fix_bugs(); }
NPCs are present in almost evey game you can think of, even if you survive 76 nuclear attacks, NPCs help give the world what it deserves, complaining, whining, expressive, happy, cheerful, active, noisy bodies full of love and fueled by dreams!
In our KickStarter build, NPCs roamed around and stopped by the player. Unfortunately, our Cube isn't Cubya's center, so NPCs were given hobbies, homes, and topics to discuss about. They seem to engage in conversation with tourists instead of kicking them out, we'll be fixing keeping that weird behaviour!
Randomized event will take place as you play, making every playthrough different. We don't want our players to get bored, y'know!
UPGRADED, LAZYNESS IS FUTILE.
Gameplay felt good in our early prototype, but we still want to work on it.
The pyramid companion formation was removed, because is simply looked weird. I mean... Yeah. Weird. The single-target lock was also weird, since defeating enemies made all of the companions reconsider their lives for a second and then change to a new target, constantly. Bullets also acted weirdly, slowly approaching their targets with decreasing speed and following their movement.