Interactive Intro
What happened?
This week I decided to implement an introduction I wrote a few days or weeks ago. I’ve been having difficulty giving a quick narrative shape to this game and I thought a dynamic intro could create the hook I’m looking. Something in media res where I could show the player right away what the game can be turned into without making it too complex, and also giving it a nice dramatic touch with small effort and resources.
The second reason I wanted to do this was because I wanted to test the systems of the game and how flexible they were to use them in a cutscene. I was pretty surprised to find the quite flexible. The State Machines I made are pretty solid. So I’m happy with how useful they are not only for gameplay but for cinematic moments. In terms of wireframe, I think I managed to do a decent funny sketch. There are still many details that should be addressed, timing animations, and many other details, but at least in principle, I think it’s a funny and engaging way to start a pre-alpha of a pre-alpha of a pre-alpha.
What’s Wrong?
I should be addressing some of the main UX questions of this game. I need to improve and give more detail into how the guards and clients are going to behave and, especially, how the guards are going to be controlled. I thought of a Speech to Text recognition system a few weeks back. I think I’m going to implement that once I clean some bugs on the intro. Next week I’ll try that system and see if it’s feasible to use it as a test. After that, I’ll get into the proper client and guard systems with that Speech to Text system either discarded or considered for implementation.