![stencyl dialog stencyl dialog](https://s3.manualzz.com/store/data/031482122_1-2946296c8aed5c5837b5a6bf0a3c9433-360x466.png)
(I got the core mechanics down first, but the filesize of the game will skyrocket as I add new monsters, characters, and animations beyond the first couple dungeon floors and starting cast) when it's recommended for flash games not to exceed 10 Megabytes according to what I've read. This makes it difficult to give dialogue something that you will spend 3/4ths of the game looking at, a really polished look.Īdditionally, the game is getting to be too large for the Flash Format to really handle already at 17 Megabytes when I'm less than a tenth of the way through making all the data heavy content that will appear in the game. I am just not spouting off about the great game I wish I could make, though All of what I have described functions to an extent in the Stencyl version, for the most part, but during bug testing with friends I have found that for some testers, variables will start off at the wrong values, or change spontaneously As well, dialogue has no support within Stencyl and has to be written line by line, with no special effects, and with word wrapping done manually. There is a heavy emphasis on the use of magic, and especially careful use of status ailments and buffs. During the other part, you explore a dungeon in a top down style maze, where items, stairs, or other events are hidden until you stumble upon them.ĭuring the second part, you also have random encounters that pop up, which play out similarly to a time-action style turn based system with it pausing during the player's turn while they select a spell to cast. The game it's self is a turn based RPG, with the main story playing out like a visual novel with lots of dialogue options and branching paths that a single conversation can take.Īs I have it so far, there are two main sections of the game one which you navigate like a Visual Novel, clicking arrows to go to other rooms, and clicking on character icons to start conversations with other characters. Which was fine for most of the games that I had been working on, but a while ago I started on a pretty large project which I do not want to abandon, but may not be able to complete on the Stencyl Platform due to a lack of support for features that I need to make constant use of.
![stencyl dialog stencyl dialog](https://raw.githubusercontent.com/Stencyl/stencylpedia/master/chapter-6/images/custom-blocks-10.png)
So, most of my game design experience is from Stencyl, which uses a sort of pseudocode block language.