This week I worked on creating new stories for the second level of Viola. The second level is the one used in the vertical slice, which had its own set of stories. The vertical slice's stories were created the give the player a global idea of what Viola's story would be like.
Now that I'm making actual levels, the stories get to slow down. That means I get to let Viola actually fail at stuff.
Click 'Read more' to read up about the systems used to create stories in Viola.
Unity has a feature called "Timeline", which allows you to create timed animations involving multiple objects, sounds, animations, etc. The plugin I use to create dialogue, RPGTalk, has built-in Timeline functionality, but I've decided not to use it in favor of my own solution. Partly because the RPGTalk Timeline functionality has a few user issues I don't like (having to go per line instead of a block of text being the primary issue), but also because I didn't want to create giant, unclear timelines. I favor having a few smaller timelines connected together to create one cutscene.
Connecting these together is a simple ordeal. Play something on RPGTalk, which triggers the next timeline afterwards, as well as invoking the next RPGTalk by using the duration of that timeline.
This component also has options for changing text speed, adding a delay at the start, zooming in the camera or spawning one or more characters (and returning them to the player afterward).
I managed to write four scenes, as well as several tutorials, draw all the necessary backgrounds and sprites/animations, then implemented them all in five days. That gives me a solid idea for how much time is necessary to make stories for each level. If I can design and create art for a level in one week as well, it'd be two weeks for each level: faster than the original three I had imagined. We'll have to see how that works out for me.
Next week I'll work on improving the spell list: currently only 1 spell can be shown. I also want to create more spells for the first three characters, Viola, Fenrys and Niko. Lastly, I want to make a dynamic LevelHandler to keep track of chests, stories and enemies to make sure they can't be repeated.
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This is a development blog for my own game project, "Viola".