(We apologize if you saw this already. Kickstarter was giving us trouble when uploading this.)
Hey Cryatists! My name is Jim and the crew has entrusted me to handle our latest update. Unfortunately, I don’t have a cool pixel avatar like everyone else yet so let’s just pretend this gazer is me.
Since I’ve been pretty incognito all this time, I figure a quick introduction is in order. My role on the Cryamore team is mostly writing and script development. As well, I also lend a hand to the others whenever they need help getting a public-related task done. Some of you might also know me as “Beatrush” on the backer forums.
I think that should be sufficient for an introduction so let’s get on with this update.
SCRIPTING AND STORYTELLING
Let’s take a look at how we are handling storytelling and dialogue in Cryamore. Like most RPGs nowadays, we have mix of both voice acting and text dialogue scenes throughout the game.
In order to make things more streamlined and easier to manage, we have created our own custom script in Unity to allow us to easily manage dialogue strings within the game.
Say hello to our updated Cutscene Manager. We made several upgrades to our original one from early development. We now create cutscenes with a node-based framework, allowing us to order and move events, dialogue, and actions around like a flowchart. When we feel something extra needs to be added to the cutscene at any time during the building process, it’s as easy as right-clicking, adding a node, and wedging it between a chain and reconnect them together. We can branch different conditions and view it all in the same air space, like some of the best Visual Scripters around today. This however adds a lot of useful functionality in addition to working in Unity's environment.
This makes building complex scenes a cinch to do, and also very fun. As we map out different actions and events out on paper, it’s just as easy to translate that map right into our editor. Once it's all plotted out in the Cutscene Manager, it plays out rather smoothly. Here's the first screenshot played out in real time. It’s a piece of a scene from one of the earlier parts of the game:
In most RPGs, NPCs typically say the same 2… maybe 3... lines over and over again, no matter what point of the story you are in. Cryamore on the other hand, we are implementing something more dynamic. NPC dialogue will change depending on various factors such as:
- Storyline progression
We stated before that depending on the time of day, some NPCs might be found in a completely different location in Ghilcrest or the World Map. Some will also be unavailable during specific times of day. We want to deliver this kind of experience because having one central hub town pretty much requires it.
Here is an example of a script draft for one NPC during the first chapter of the story. This script set is for Mondo, one third of Ghilcrest’s guards:
We want each NPC in Ghilcrest to have a distinct personality, so it has been a challenge to create unique scripts for each one of them. Since we will be seeing these NPCs throughout the entirety of the game repeatedly, we want to encourage players to interact with them frequently. As well, speaking to NPCs at specific points of the game will also give you gameplay hints, items and initiate side quests.
New Concept Art!
Here is some new concept artwork from JC, by the way. Last time, you've met Mélé, the femme fatale of the Piraxan Rogues. Next, we have Sabo, another of Fité’s henchmen:
And here are some early concept sketches for a mid-boss called Nightmare:
And with that, we have come to the conclusion of Act 1 of this update. We will update again with Act 2 later this month!
That’s right, there’s another update coming this month! Wonder what it’s gonna be...