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8bitgentleman edited this page Jul 6, 2015
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- Talking points
- Affection & Marriage
- Quests
- Movement
- Emotions
- 'Sparkle' that lets the player know it should be interacted with
- Movement between levels
- Attack/Defend
- Death
- Customizable so not every NPC is forced to display all 3 menu items.
- Talk (Talking Commands)
- Commands
- Inventory
- Exit
- Affection
- Quests should appear/disappear in the menu depending on if they are finished.
- When returning from a quest interacting with the NPC should override the menu and go directly to the quest information.
- Quests that the player can take should be highlighted in a new color
- When a player is given a quest the questparent NPC should 'sparkle'
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Walking
- Movement Back and forth within a set area
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Wandering
- Moves aimlessly around the level and even between levels.
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Leading
- Leads the player to a certain area stopping at the edge of the screen to wait for the player to catch up.
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Following
- Follows behind the player even between levels.
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Go To
- The NPC will to to a specific location, either in that map or another map.
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Running
- Two Options:
- Run Along a certain path
- Run away or off screen
- Two Options:
- Exclamation
- Love
- New quest?
Play Testing
Game Design
- Story Summary
- Gameflow
- NPC
- Enemies
- Camera
- Areas
- Inventory and Items
- Gameplay
- Interface
- Existing Characters and NPCs
- Frequently Asked Questions
- Future Episodes
Development Guides
- Creating a Release
- Level Creation
- Tileset Creation
- Character Creation
- Costume Creation
- Audio Creation
Episode Resources