viernes, 21 de junio de 2013

Icons, Dialogs and an uncomfortable finding

This week KeeYA got new Dialogs!

Indeed, although pretty crude for the moment and very inocuous, there is the chat mechanic already. The AI picks whatever dialogue it can select from the current conversation state, and whatever you say doesn't has any impact in the game (yet).
In the same spirit, indicator to transitions and activable buttons were added, to give the player feedback about their environment.
Check out a video of me jumping and initiating dialogues.


The only real bad thing this week is that i couldn't compile the Andoird demo on time because SCXML (the finite state machine i'm using for the dialogs) isn't compatibe with the system.

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