Making an Escaportfolio

Or why, in the midst of my internship research, I gamified my portfolio


Step 5

Making dialogues in Cargo



Title yet to be Found, or shortened TtytbF, is a prototype I made as part of an assignment that consisted in
“pitch a game, then make a prototype of it on any support you want, in 2 months, while also working on your end of year projects”

It uses the idea of “mise en abyme” by putting layers of gameplay on top of one another,
to which the player can access by finding key words they can directly input on their keyboard.
I got inspired by the cheat codes in old video games.



But for this site, it was too massive. So I used the first world of the game to create a small village with strange NPCs.
Each character has a dialogue with branching choices. That makes a total of 36 pages for all 5 characters.



I used Twine to order them and be sure to not miss a single connection.



Then crafted dialogue windows, using a placing similar to Persona 4’s.



I made sure all of the characters had something relative to the escape game to say.
Except the wolf. Because, well... He’s a wolf, he can’t talk. 
<Woof


I created a template page with the dialogue window, the text size, the answer zones.
Then copy/pasted it depending in my needs, in order to get the same configuration everywhere.
Clicking on an answer actually loads a new page. So each character has a set number of pages for each dialogue option.



And then, voilà! A working dialogue system!




Back to Desktop Back <- Previous Next -> Go to: - Dialogues - Getting the Idea - Preparing - Balancing Difficulty - Mini-Games - Marble Race - Assets & Testing