29 August 2017
Imperial Quest: Dialog
I don't really have any artistic skills, so I'm mostly just saving art from the internet and using it wherever I can. Since I'm not drawing any of this stuff (and I don't particularly want to use the default tilesets or character art or whatever) it means that I have to take a couple of measures to try and maximize what I do have.
Dialog screens, so far, look a lot like this. The characters who are talking stand over top of a scene, and then the messages display below. I've actually got a bit of branching dialog going already.
A lot of this stuff is pretty simple. I've been DMing for a long time and I used to write for money, so this sort of thing comes pretty easily.
In this scene, Andol (the warrior on the right) is meeting Thalia (on the left) for the first time. Andol is still injured from the introduction battle, so you'll get an opportunity to rest. This is still basically the tutorial. Andol is a Captain, which means that she's got party buffs and decent physical damage. Thalia is a Rogue, so she's got both damage and utility. They're designed to work together- Thalia can spend TP to do a double attack, and Andol can spend TP to buff the entire party's Attack and Defense. So a good strategy is to save up your TP and have Andol shout and Thalia go to town double attacking. Andol can also just Power Attack if she needs to do damage, and Thalia can Throat Punch to silence annoying casters.
After you rest, Andol will gain experience, and then Thalia joins the party. I think that you'll also gain some items, but I haven't implemented that. It makes sense that Thalia might have some potions or something that she'll share with the party (such as it is.) I haven't decided what Andol gets at level two, other than stat point increases. I actually wrote a pretty simple script that lets you (the player) decide what she gets as she levels up. I'm not sure if that's something I'll let you do for every character, or just for Andol (who is basically your avatar.) 
The party continues on after this, and will go towards the tomb where Cawain is busy disturbing the dead and searching for forbidden artifacts. You know how wizards are. This is also where you'll meet the next member of the party- a sorcerer named Bevior. As a spellcaster, Bevior interacts with a couple of systems that we haven't touched on yet, so that should be fairly interesting.
 I'd like to add Dragon Age inspired conversational options to the characters throughout the game, and some sort of stat tracker to see how well you're getting along with your fellow party members, because I think that sort of thing is a lot of fun. Social systems are pretty cool, even if Bioware tends to make them pretty weird. I don't plan on having the characters sleep with you if you give them enough gifts or anything.