Engine demo – Locations

IT’S FINALLY HERE!

This video took way longer than I had expected it would take, but it’s finally ready to be shown.  This time, we’re looking at locations, and all the things associated with them.  A full explanation may be found in the video, so I’ll just post it:

For those curious, a full explanation of the items found in this video appears after the break.

If you’re reading this, I’m assuming you’re interested in the technical details regarding what can be found here.  So, let’s go over them.

  • Locations – Locations represent a single area that the player character can be in.  A given location contains a number of items, including the background for the location, the hitbox defining the areas the player character can’t walk into, the characters present in that location, the foreground elements present in that location, and the transitions from one location to the next.  Defining these elements effectively defines a location, and enables Twilight to interact with the things in it.  Players can click on both characters and foreground elements in order to interact with them.
  • Zoomed view – You can also define which foreground elements may be zoomed into, such that clicking on them will open a new view that shows a close-up of that area of the location in which you can click to examine things in more detail.  Defining a zoomed view for a foreground element will automatically cause the player to enter it when he or she clicks on the element.
  • Evidence presentation – Players now have the ability to present evidence to characters and see their reaction to it, which may lead to new information or new evidence.  When defining a character, you can specify both their reactions to specific pieces of evidence as well as their reactions to any pieces of evidence that aren’t otherwise accounted for.  An evidence presentation is just defined as a conversation like any other.
  • Evidence combination – Finally, you can now also specify what pieces of evidence may be combined together, such that combining them can shed new insight on one or both of the pieces of evidence and can result in a logical deduction that gives the player new information.  Similar to evidence presentation, an evidence combination is also just defined as a conversation.

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