Methods of showing messages...

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Kura
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Methods of showing messages...

#1 Post by Kura » Wed Apr 30, 2008 9:04 pm

I'm starting to work on a game (I haven't really gotten enough done to make a WIP thread for it yet), and I've come across a stylisitc issue I'm having trouble deciding on.

The two images I uploaded with this are two different ways of presenting the same scene, involving the main character reading messages left on a desk. In one, the writing on the desk is described, with the classroom background showing; in the other, when the character goes to read the message, the background is replaced with an image of the desktop showing the message written out. It's these two methods of showing the messages that I'm trying to decide between.

As I've determined so far... The image method is nice because it breaks up the narration and seems to give a more visual novel feel, and you can actually see the handwriting (which is later described as "cute and curvy" in narration-method), as well as doodles which accompany some messages. Breaking up narration is particularly important here because at the beginning of this game, there's very little dialogue. However, one major problem I noticed: Sam isn't necessarily the character's name; the game lets you give a name. Obviously, a name you enter can't get stuck onto an image, so if I wanted to use the images I'd have to change the text to not include the name (which means forfeiting phrases that I quite liked, such as "Old Sam is old~"). Also, having an image for each message would mean a larger filesize for the game... does anyone care much about that?

Which method do you prefer? Any more pros or cons that you can think of? Any alternate solutions for the name problem?

Also, please excuse the rather skeletal state of the classroom background.
Attachments
DeskChemText.jpg
Using the regular background and narrating the text
DeskChemPic.jpg
Using an image with the text printed on
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Re: Methods of showing messages...

#2 Post by sake-bento » Wed Apr 30, 2008 9:30 pm

While I definitely prefer the second version with actual images, I understand that you probably would lose something since you can pick the character name. I don't know how feasible this is, but perhaps if you showed that, then had narration like "There's tiny writing near the bottom. I squint and can barely make out the words 'old Sam is old.' WHO WROTE THAT!?"

Maybe that would work?

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Re: Methods of showing messages...

#3 Post by PyTom » Wed Apr 30, 2008 10:09 pm

Well, you could always use a show expression statement to show the text that's been computed.

show expression Text("Dear %s,\nI hope to visit soon.\n\nYours, Matilda." % name) as letter
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Re: Methods of showing messages...

#4 Post by Sapphire Dragon » Wed Apr 30, 2008 10:11 pm

I'm all for the second one, its just nicer to look at.
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Re: Methods of showing messages...

#5 Post by azureXtwilight » Wed Apr 30, 2008 11:59 pm

As for me, I prefer the second, two reasons :
1. The second one is neater
2. The first one made me a Bit dizzy somehow.
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Re: Methods of showing messages...

#6 Post by renkenjutsu » Thu May 01, 2008 4:49 am

I like sake-bento's idea of doing it. It's flexible enough and it does add to the experience.
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Re: Methods of showing messages...

#7 Post by Kura » Sat May 03, 2008 6:35 pm

Thanks for the suggestions, everyone.

First of all, just to clarify: It seems like one or two people might've been referring to the actual background in the first image. Note that that isn't the final background; it's unfinished and sort of a placeholder used so I could show the concept.

Also, I wasn't aware of the Text function, but it seems like it'll probably be the best solution. PyTom saves the day! =D
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Re: Methods of showing messages...

#8 Post by chronoluminaire » Sat May 03, 2008 8:09 pm

Do it as pictures! It's much more "visual novel", as you say :)

I've never been that much a fan of the games where you specify the main character's name. Because you're never going to be able to make the character act /precisely/ as the player would, because that'd be far too many choices, so I'd prefer to think of it as a character that I have some influence over, rather than "me" in any sense.
But I know a number of game-makers do like to let the player choose... But even so, do it in pictures :)
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Re: Methods of showing messages...

#9 Post by 000 » Sat May 03, 2008 9:34 pm

Obviously, second is neater.
And you can still use your stylish font with "show expression Text("{font=stylish.ttf}bla-bla-bla{/font}) as letter"
<feels sowwy for his Engrish>

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