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Development
During week 16 of the development of King for A Week, the dialogue system has seen its first in-game implementation be finalized.
A full dialogue with animations, options and consequences is now fully working and is linked to the prologue quest for the noble class (1st class that is getting its prologue done for the demo of the game)
The dialogue now accomodates different animations and is functioning properly. Phoenetics/Eye blinks would still need to be implemented, and the skip functionality does have a known bug in the backlog.
For this next week of development, I'm mostly continuing the quests in the prologue for the noble, which sees the usage of location objectives and more dialogue functionality to be added (moral choices, dialogue pausing when player gets too far, set-piece implementation) as well as the early implementation of AI and combat.
Milestones
1st actually working implementation of the dialogue system.
Concerns
There is a constant concern related to the pace at which development is happening. Currently looking into a way to add 30 minutes to an hour of extra work per day or every two days. Still hoping to get a fully functional demo for the game out by the end of the year.
Media
No Media available at the moment.
Hilde S Vinn
Developer