Hey Guys and Gals,
Every day we are getting closer to completing the demo level. That sentence should give you a pretty clear idea as to when to expect the said level to rock YouTube like it's 1995. That's right..soon.
Anyways, today I wanted to talk a little bit about what we plan to do for dialogs, quests and other such nonsense. DB may be a platformer on the outside but inside it's an RPG waiting to break free.
As many of you know for a game to be considered an RPG it must have a robust quest / dialog system.
Well in our case we are doing everything we can to make sure our system is a mind numbing click fest that would make the creators of Aquanox proud.
Joking aside, our idea for the quest system is very similar to that of Diablo and Aquanox (and many other games for that matter).
Quests will have a set of diverse objectives but the dialogs associated with those quests will be very streamlined. Players will not be offered choices in any of the conversations and of course all objectives will need to be completed before the next quest becomes available.
All quest lines will be voiced over to give the game that AAA paint finish :)
Our long term plan is to use actual models of the NPCs with full facial animation. However, at this point in time we can only have the portraits. Hopefully they will work well enough and the atmosphere and immersion of the conversations between key characters in the game will not suffer.
Here are Sarge's heads for your enjoyment. We went for the more or less basest of human facial expressions on the portraits: idle, laughing, angry, scared and of course thinking.
That's it for today's update guys.
We will be back shortly...Stay tuned!
- Alex
"Thinking"? Sarge? No, that can't be right.
I know. But our writer, Bradly, has a few tricks in store for that numbskull.
Anyways, we could use that portrait for other situations. Can't think of one right now though :)