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Don't Be Dinner is an interactive piece of fiction where you are a medieval knight approaching a monstrous troll in a dark forest. Whether you are blue, yellow, or green, quest to save the princess, steal the troll's gold, or simply determine the meaning of life, two choices decide your fate. With 45 different endings and dozens of ways to die, two choices were never more important. Your quest is simple: Don't Be Dinner.

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Lots of updates to DBD going on behind the scenes!

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Sometimes with game development showing progress is difficult. Implementing half the game can all be done technically without a screen to show. This is the case recently with Don't Be Dinner, but let's look at the list of recent updates and a new screenshot to show a little progress.

First up, the list of items completed:

- All 5 character dialogue trees completed (design)
- All dialogue trees implemented (tech)
- Game processes custom trees and leads to each unique ending (tech)
- Game "re-cycles" to the character select screen upon finishing a tree (tech)
- Few endings are fully animated (tech)

So that's quite a few things finished! And how do you show those without giving away any secrets to the dialogue trees themselves? Well luckily we can look at this new screenshot showing the ultimate scenario where the player has finished a tree and became dinner!

You Were Dinner 01

There are quite a few things to implement yet and remember, that screenshot is still an early concept. The primary items to focus on right now are:

- Implement all animated endings
- Record and implement voice-overs
- Implement unlockable characters and auto-saving
- Fix minor performance issues and other bugs

See you soon!

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