This week I whistled a variety of tunes into a mike for the Bobbies to whistle when they’re alone in the dark.
Figured out with G the mechanics for one of our player character’s interactions with a later player character. It’s important that there is narrative “glue” between the scenes; but we don’t want to over determine the player’s choices. So rather than preventing the player from short circuiting a particular sequence, I came up with a way to handle the short circuiting in narrative. Now I’m rewriting the scenes.
Wrote lines for Uncle Jack to urge everyone to get indoors before it gets dark. I’ll record them next week or over the weekend.
Worked on figuring out which Wellie attack lines are not convincing, so we can disconnect them.
Gave notes on the early animation of one of the cutscenes. It was an interesting conversation because I come from film and theatre, and I tend to want the “actors” to move around the “scene” to illuminate their inner turmoil. But the cutscenes are all first person, like the gameplay, and it’s very odd if the player character is turned away from the NPC she’s interacting with; the player is looking at the landscape. So how do you square the circle?
Created a list of extremely English names so that we can name all the Wellies. Edited Alice Kensington’s Wastrellette lines so we can put them in the game (after José, our audio producer, levels them). Came up with ideas for what’s on the inside of a Happy Face.
The rest of the team's update is here.
Labels: We Happy Few