Just wanted to take a moment to describe some of the fun things I've been working on. One of which is dynamic eventing in the game. Aylia's Story features a few ways that the game will dynamically interact with what you do.
Dynamic random mini-events:
As I mentioned in the last post, the game maps are loaded with mini dialogue events between Aylia and Bogwort (or occasionally other characters). These events range from commenting on human technology that Aylia is unaware of, to even a bit of toilet humor. Since I really enjoy writing these little snippets, you'll find that they actually try to take into account which ones you've seen. So, if you check out a minecart in one area, then check out a different one in another, you may get a different reaction to reflect that Aylia now knows what it is. This was one major goal I had going in because I never really liked how random events in most jrpgs would simply be a line of repeating dialogue. I also think it breathes life into the monotony that can be RPG Maker maps!
Dynamic hidden events:
I've also sprinkled in a few actual events in the game with "ecchi" artwork. The next release or two will not have a working event journal yet, so these may be pretty easy to miss, but eventually, you'll be able to check an event journal which will give hints at events you've missed. I will say that these events will often be available based on people you might have with you or things you've done prior. They will be kind of an explorer's reward.
Dynamic nights:
Finally, you'll see major changes in night occurrences based on what you do each day. Most nights, you'll have an option to go out or simply stay in and talk with Bogwort. But, things like Voran's bar will change significantly who is there and the dialogue they have based on what you've done. This has probably been one of the toughest parts to setup, but also one that I feel may be very rewarding.
The ultimate goal in all of this is to give the player a world that feels like it is evolving and reacting to your actions. I'm only one person, so I've really had to brainstorm on ways to make this work, but it's always been a priority. The other aspect I've worked to achieve is to provide a dynamic system that doesn't force players into simple paths where you miss half the content. While it is not possible to get 100% of all events in a single playthrough, the vast majority of dynamic event artwork will be achievable. This is done by having things like night events fire at different stages, meaning even if you choose to take one path earlier, you won't miss out because the night event won't fire until you've actually taken the necessary path. But, dialogue may change, so some of the dialogue I guess will be easily missable.
I hope you end up enjoying these things as much as I have enjoyed writing them. I'll try not to make Bogwort too annoying :-)
YT
Sen'Dschini
2021-05-15 00:59:11 +0000 UTCManiac
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