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Creating a Dynamic System for Linear Dialogue - Design (Part 2)
Spirit Island Development Update: For my third Unity prototype, I created an "interrupt system" for the player to interact with and impact a linear dialogue chain. The goal is for the player to feel like less of an observer and more of an active participant during a dialogue scene. Part 1: Inspiration + Research Part 2: Design Part 3: Postmortem The “cop car scene” is where I’ve tested out my own “interruption system.” The Sheriff is taking Emma to her father’s house to allow


Florence: How touchscreen interactions can add to story
Florence is an iOS touchpad game released just a couple of weeks ago on Valentines day. It was created by a tiny (four person) team called Mountains out of Australia, and published by Annapurna Interactive. It is a short, linear narrative game about romantic relationships which is playable in about an hour and which may or may not make you cry (speaking from personal experience). Florence tells a single, linear story, and the game element is figuring out which interactions wi


Lara and Nathan: How complex characters make good stories
Take two games which are more alike in all ways than they are different: Uncharted: A Thief’s End, and the 2013 redux Tomb Raider. Both are
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