The main theme in the last couple of changelogs has been “entering” and “exiting”.
In Vespers, there are several objects that act as traditional interactive fiction-style “supporters” and “containers” — that is, objects that allow you to mount them (supporters) or enter them (containers). These would be objects like chairs, benches, and beds. The latter is particularly important for Vespers, but either way if we’re going to include objects like these in the 3D world, there should be a process in place for sitting and lying down, even if it’s not crucial for the completion of the game. Without that, the world would just seem too non-interactive and uninviting.
In text, the process of mounting or entering objects is fairly straightforward, and is [More...] Read the rest
A long, long time ago—it looks like over five years ago, actually, which makes me wince—I posted a blog article here about an analysis of verb use in some well-known IF games. These were based not on actual player transcripts, but rather on the published walkthroughs of these games. The walkthroughs weren’t necessarily the quickest solutions to the games—they included commands that were technically unnecessary for solving the game, but which provided a more complete experience of the game for players who followed them. Still, they were by no means game transcripts, so they didn’t truly reflect the typical use of verbs that one might expect from players. The idea was to get a sense of the breadth and depth of verb usage in these [More...] Read the rest
So last night was the latest Utah Indie Gamer night, and I couldn’t make it. Bums me out a bit, because I enjoy connecting with those folks and following along with some of their projects, especially Jay Barnson’s Frayed Knights. At the same time, though, each successive gathering just seems to highlight the fact that I still haven’t reached any major milestones on this project.
It’s now the end of October, and still no Vespers. Still no demo. Seriously, what gives?
Fine, so four and a half years into the project, I’m willing to admit it’s taking slightly longer than anticipated. It was a struggle to finally reach that conclusion, but there you have it. I thought I was choosing a relatively small, [More...] Read the rest
Here we resume our efforts to bring our NPCs to life, beginning with bits and pieces of text from the IF version of Vespers and ending with a modeled, animated, and voice-acted 3D character. Last time I discussed the development of Constantin, the large hulking monk with a short temper. This time I relate the development of Lucca, who had some interesting and unique challenges of his own.
Lucca was going to be a tough character to convincingly recreate. He’s the youngest member of the monastery, a teenager who recently joined the order. He’s very attached to Matteo, one of the monastery’s father figures, and is generally an emotional character during the course of the game. Again, we didn’t have a lot of text [More...] Read the rest
We continue on with our efforts to bring our NPCs to life, beginning with bits and pieces of text from the IF version of Vespers and ending with a modeled, animated, and voice-acted 3D character. Last time I discussed the development of Matteo, the oldest monk at the monastery; the second character we tackled was Constantin, who had some interesting and unique challenges of his own.
We started out with a very general picture of Constantin; he’s middle-aged, a handyman around the monastery (he was a former blacksmith), and a notably large man with a short temper. Again, we didn’t have a lot of text to go on initially aside from a short description (which was actually removed from the game prior to the final [More...] Read the rest