Week 7 - Dialogue writing is super interesting (not an exaggeration)
Work Completed this week
This week, I wanted to focus much more on polishing certain aspects of my game rather than trying to create something I wasn't confident that I could execute a polished version of. After reviewing feedback, I decided I was going to primarily focus on the cinematic of the game, rather than the dialogue tree.
For this, I still needed polished dialogue, but didn't have to worry about branching story lines. I began reworking the dialogue I had already written to fit this new sequence.
Because I was focusing on the cinematic of the scene, I also wanted the look of the scene to be to a high enough standard that it didn't detract from the scene. To do this, I refined the celshader to include an outline to make the shapes of the scene more distinctive.
As well as this, I changed the player character to more fit the narrative of the story I was creating. I decided to use a character I found on unreal engine marketplace in order to give myself more time to focus on the dialogue of the world.
I used a few in-engine methods to change the character to my liking - such as changing the colour palette of the character and altering the animations as necessary. As well as this, the celshader provided as very distinct look that couldn't have been previously achieved.
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