Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(4 edits) (+1)

Fantastic! That's all I hoped for at this time.

To clear any confusion:

- the circles at the top are a representation of the progression of cognition and by extent - of the conversation. Regardless of the subject matter, understanding as a process operates in a sequence.

- the bar is the turn timeline. In Child of Light the longer part is the wait time and the shorter part is the cast time. The character executes the action at the end of the timeline. However for conversations it is more like the breathing cycle (in/exhale).  If I'm the listener the timeline works similarly to wait/cast but if I'm the speaker it's actually the opposite - talking is longer. The timeline is suitable for an interject/interrupt mechanic (probably as a quick time event), to be implemented.

- symbols for the needs flash twice. You need to respond to the most recent one. There are alternative designs for this - in Deus Ex they flash multiple times and you need to select the most frequent. That is because in DE there is voice acting and the duration of the turn is longer. For this game I selected the simpler way.