Of dialog sistems and lack of energy.


Hi guys! Mr. AKwafles here... 

nevermind...

Hey! I'm here to talk about our dialogue system. At the beginning of the year, I made a game during a game jam to learn the basics of dialogue systems in GameMaker (the game is called A King's Fate—check it out!). Now, I'm applying and refining what I learned while making that game.

First off, I'm using GameMaker 2 for my projects. It's been a great beginner-friendly tool. During the game jam, I explored various tutorials for implementing dialogue systems, but the one that caught my attention used Chatterbox and Crochet. While it can get a bit tricky for more complex tasks, it was perfect for what I needed during the game jam (down to the last detail).

Now, with Ass Kicker, I faced some challenges when trying to implement similar features. I had to figure out how to pause the game during dialogue without simply deactivating everything. I really wanted to keep the animations and other elements running smoothly. As we say here in Brazil, I had to "do my jumps" to make it work!

For now, I don't think the game will have any true cutscenes to go along with the dialogue—I really need to wrap this project up soon. Maybe in a remake someday, who knows?

On another note, in Ass Kicker, I implemented an energy system for the spells AK can use. The idea is to keep the character from being overpowered, encouraging players to rely on cunning and strategy in combat. This is where the platforms that crush enemies come into play. While I thought the energy-recovery items were sufficient, I got feedback from two players who felt the energy scarcity was a bit of a bummer. I'm open to ideas on how to address this—any thoughts?

In the screenshots, you'll see a sneak peek of the new hub tavern, an example of the dialogue box in action, and a teaser for the new level, which promises to be pretty spooky! 

Bye Bye!

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