Well, not much of an update, I’ve been sick all week, hopefully, I’m past the worst of it, though. Instead of some screenshot worthy stuff, I should probably just recap on what I’ve done before I set up this devlog!
Well, I’ve programmed it as such that by editing and adding to text files, I can change the wire’s positions and colors, the port’s colors, and the number of moves that the player has before their bomb goes off! This makes adding in levels much easier than creating a new scene in unity for each new bomb, and it seems to be less computer-intensive, for all I have to do is draw up the level design, and after I take my time with that, I can easily just assign them to the text files, which are later sorted into a string array that’s referenced when the puzzle level starts up. I’m actually pretty happy with this system of doing things, because while I wouldn’t e able to do this sort of thing (or at least not easily) with a platformer or a similar type of game that requires a filled map for their levels, this gameplay method lets me focus more on crafting well-made puzzles instead of worrying about putting it in-game, since it’s as simple as editing a text file.
Just like the puzzle system, I’ve utilized string arrays to make my job of implementing, and the strain on the player’s computer, much less intense, but they’re used even more so in here due to the number of conversations, the player’s responses, and how much each of those responses add to the narrative stats. Which reminds me, I should probably take the time to explain how I’m handling the narrative splits. At each narrative split, the player’s highest narrative stat determines what path they’re on until the next narrative split, and I’ve labeled each path as ‘Apprehension’, ‘Trust’, and ‘Faith’, respectively. For eahc path type, the player gets an entirely different set of conversations until the next narrative split, where the player moves to a new path. For the first narrative split, their’s only one of each of these paths, but using an image from an earlier post, we can see that the paths split again after 5 conversations, but instead of having one of each path, there’s actually 2 of each path type!
With the 2nd narrative split, although there is two ‘Apprehension’ paths, they don’t have any different dialogue, although they are different from the last path since every next split brings new dialogue. This means that since there is 28 different dialogues, and the split begins after the 10th conversation, there is 64 total conversations in the game. Needless to say, I have my work cut out for me as a writer. Thankfully, writing is my strong suit.
But yeah, that’s an explanation of mostly what I have so far programming wise, I’ll make another post soon explaining more about what progress I have in the narrative system regarding playability, but for now I think this is a good stopping point!