The art is very lovely and I especially enjoyed the subtle glitchy effects on the character portrait after going out into the hall. Unfortunately the menu is a bit hard to read, all caps fonts don't really work well for blocks of text, but it works fine for main menu buttons and the title. All in all, a very good first game!
K-Ramstack
Creator of
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So what Dialogic does is it creates an 'input catcher' as a part of the scene, that means that you can't click anything. You can turn off the input catcher layer entirely through Dialogic by making a new Style, or you can shrink the input catcher by editing the scene. But if you need something on top of Dialogic, then you can always put it in a canvas layer and have that above Dialgoic which is at default layer 3.
Thanks! I'll check out your game when I have time!
Thank you so much! I'm really glad you liked it!
For storyboarding I just used loose-leaf paper and had them laid out on my desk so I could see everything at once. For writing the dialogue, I used ellipsus, which is a google-doc alternative, and just copy pasted it into Dialogic.
As for writing the story, I came up with the initial concept, then the gimmick with the evidence, and then the body twists and worked everything backwards. I then figured out what I wanted the player to interact with the game, ie the box, the computer and the phone, and I made what I called an 'evidence-chain' where I determined what piece of evidence lead to what else.
When it comes to using Dialogic, I would recommend learning how to access features from the code, such as flipping variables and pausing for menus. The best example in this game is when you talk to someone the first time I have a variable that gets flipped, so if you call and talk to them a second time, an {if} statement gets triggered that sends a signal to one of the gd scripts turn on the end call button.
When it comes to timelines, personally I prefer to have a lot of little timelines. The phone, for example, jumps to another timeline when you input the correct string, using the string variable. That way if I need to edit something I don't run the risk of messing up too many things.
If you have a button or a trigger that opens up a dialogic TL, if you press it you can set it to open up even if the TL isn't null, in which it will automatically jump to that TL. I used this with the End Call button which just opens up a new TL that has a single line of dialogue then closes dialogic.
I hope that answers some of your questions!
Great concept, but I wish the check button had told you wich section of info was incorrect. I spent a while assuming I had gotten the trail cams wrong only to end up brute forcing the "fewer" and "several" aspects of the checker to find out it was a typo in another section.
I like how the game doesnt spell out for you what happened and that isnt what you are figuring out it just leaves it up to the player's interpretation.
Looking forward to a full game!
Trams trams trams!!!
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You have been collecting art for a long time, now you have decided to show off your collection. Each piece is special to you in some way, and represents a part of who you are as a person.
You can play by going to an actual museum and taking photos, or by visiting a museum's site that has an online collection. The game hands you a list of pieces that need to fulfill a certain requirement, such as how you look or what reminds you of vacations.
For each piece, you write a little bit about what it means to you and how it answers the prompt.
I cheated a bit and just picked out my favorite artworks in general, (some of which are actually in private collections) and did a couple of graphic design edits in a slide show. You can see them all HERE
You have awoken to a desolate city. Explore it to survive and perhaps you may find out what has happened.
First you roll 1d6 to see how many explorable areas are in a section, then for each section you draw one card to see what you find. You roll 1d6 to determine how you found it, such as while you were resting or while you were exploring.
Then you use the suit of the card to determine what sort of component you found, like supplies or even a clue. Then you use the rank of the card to determine where you find it, such as a parking lot or government building.
I wasn't able to find out too much of what had happened except there were the mysterious "Others". You can read my playthrough HERE