This week I wrote up another slew of encounters, including one in which we discover how Wellies become Wastrels. I wrote up a bunch of conversations that Bobbies can have between each other while you’re stalking them. Apparently they discuss boots and food a great deal, but you might learn one or two things about the world if you listen. We’re prepping for our big recording sessions next week, where we hope to get quite a lot of encounter dialog with multiple actors in England, drawn from, I am told, a theatre. Let us know if any of the new dialog, once it’s integrated, sounds stagey.
As you know we’ve been working on a “death and dying” update. Naturally, that calls for Arthur to have an obituary. Because we are quite mad, the obituary for each cause of “going on vacation” will have a few different bits of Arthur lore; all of which requires a bit more thinking than writing.
In my copious free time, I’m continuing to work on Mad Scotsman’s playthrough, editing the cutscenes. We’ve discovered that some scenes were not adding enough to his story to justify their existence, so we cut them, and I’m weaving the remaining scenes back together. That will take a little new dialog, a new encounter, and some environmental cues.
And, I’ve been looking for someone to video us at PAX. I think I’ve found a good guy. Hopefully you’ll see some nifty updates.
Meanwhile we’ve been discussing and designing the new multiplayer mode. Obviously we can’t have players just talking to each other with headsets; they won’t have the right accent, generally. To keep the “voice” of the game we’ll probably have to use some sort of system where players can select barks from a range of prerecorded responses. In keeping with our overall ambitions, it should be a pretty wide range of responses. Once we implement full body awareness, players with motion capture rigs (like a Kinect) should be able to communicate by gestures, too. We won’t have any of that ready for PAX, but maybe soon after. So far, we’re primarily testing multiplayer in the Linux build.
Rest of the update here!
Labels: making games, We Happy Few