Tag Archives: dialogue

Working on Cut Scene Dialogue

So after my paper prototyping adventures last night, I felt like I was ready to actually work on a few of the important cut scenes in Memories.  The only one I have somewhat built is the one I showed you in my post about tinting the screen (and that literally has “blah blah blah” as most of the dialogue).  I didn’t feel like writing the cut scenes in RPG Maker right now because I wanted a bit more flexibility for editing.  So first I thought to try using Chat Mapper, but that wasn’t a great fit when I started (I was thinking about the mechanics of how the program worked more than actually writing).  I had the same problem with Twine.  And then I remembered: I have Final Draft!  Why not write the cut scenes with that?

Sure, it took a few minutes to remember how the program worked (it has literally been YEARS since I last used it), but that was no big deal; I was back up and writing in no time!

cut scene written with Final Draft

I forgot how easy it is to read a script for dialogue.  Final Draft has been the perfect tool for my current needs because I don’t have to think about formatting, I can just focus on writing the words right now (and I can very easily edit whatever I write).  I managed to get a couple of key scenes written before making dinner (and quickly edited one after dinner).  Once I am happy with the text, I’ll be able to copy and paste it into RPG Maker. 🙂

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Filed under Game Development, Memories, RPG, Script, Tools, Writing

More Tears Development

I didn’t post about it at the time, but I did a lot more development on Tears of the King last night.  I ended up building the caverns below the mine.  There are two caverns you walk through, which lead you to a much smaller lava cave.  There you find one of the ingredients you need, which causes a boss fight (still slimes!).  I stayed up way too late building all of this, but I’m super happy with how it all turned out, especially the lava cave:

Lava Cavern

Today I haven’t done as much, but I did manage to get some looped branching dialogue into the game, which was pretty exciting.  I added some really simple branching dialogue yesterday after my friend played through what I had at that point.  A priest in the starting village asks you if you want to know more; my friend did, but there was no option and no other dialogue.  So I put a little something in place for now.  So today I decided to put some NPCs in Storm Point (that’s one of the towns).  When I got to the church there, I put in a bit more extensive branching dialogue (there were three choices instead of just two).  But when I tested it I discovered the dialogue would end automatically after you read through one branch.  That really didn’t work in this case, so I had to play around with Loops.  Using a Loop means you can go back to the choices after you play through the dialogue options.  Here was what I ended up with (just playing through one branch):

Here’s how you make this happen:

  1. On your event page, first choose a Loop (it’s under Flow Control).
  2. Next, choose Show Choices (under Message).  You’ll get to make a few choices (the default ones are Yes and No).   Put your dialogue in place as you normally would  (under Message, Show Text, then choose a picture and write some dialogue).
  3. Finally, on the choice that will end the dialogue, put a Branch End into it (that’s also under Flow Control).

Here’s a simplified version of what your event page should look like:

How to make looped branching dialogue

When I was trying to make this work, I started with writing the choices, then tried to make a loop happen afterwards.  If that’s the case, you can just cut the whole choice and paste it into a loop.  Don’t forget to put the Branch End in or else the dialogue will never be able to end!

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