I've been writing the introduction dialog for one of my characters, Mira Kurogane.
I've been thinking about how their nationality would affect their dialog style and culture.
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As I'm working on chatting with characters, I made the characters move their mouths while talking.
To talk, they repeat the "A" and "O" shapes in a loop, which seems to look reasonable.
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I've started to add the relationship system that will affect trading, favors, and teamwork.
I'm thinking about how to implement a chat system that blends social mechanics with learning about a character.
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I added some sweeping security cameras.
Even though they don't do anything, I think they give a subtle feeling of being watched.
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If you have the code to your safe, it will now display it as a note on top of the dial UI.
I think mixing the modern UI with the torn paper gives it an industrial feel.
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In trading, the characters now acknowledge whether the item is valuable for the player, not just whether it's valuable for them.
I also animated the safe code dial UI! I'm thinking more and more that animated UI is about making it up as you go.
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I added navigation so the contestants can move to their designated room. The hair spring bones are acting funny, so I will try switching the implementation.
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Since item trading is so important, I spent some more time working on the UI!
The other contestant can also counter-offer their items now, based on an algorithm.
I'm thinking about adding a button to reject items you don't want, potentially upsetting them.
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I've been working on a system to trade items and information with other contestants.
You offer an item, and the other contestant offers one of their own items.
At some point, I will create a relationship system which will affect whether contestants accept trades.
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I'm working on interactions.
The outline around objects was complicated to create, since it uses a sub-viewport and a shader. I'm not sure if it fits the theme, but I'll keep it for now.
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