Game Development Reference
In-Depth Information
Second Prisoner
Next we have another prisoner. As mentioned, we'll try to make him a bit of a shapeshifter. He
looks like a pirate and was serving on a pirate ship. But he fell out with his captain and was sold
along with the prisoners he had helped capture on other ships. He is not happy about that—at all!
He doesn't care about Flynn or his quest (being starved to near death does that to most people),
but he'll do anything he can to get out and to get even with these pirates who don't even have the
honor of common thieves. So he tells Flynn how to get close to the sheriff, hoping to stir up
trouble.
Pirate Guards
Threshold guardians are usually very single-minded. That's how they got the job in the first place.
So they won't be eager to join into conversation at all, but they still need to make it clear what the
player needs to do to get past.
They are brothers and one very much dumber than the other. The “smart” one thinks highly
of himself, and is eager to show how clever he is. He is telling anecdotes about the sheriff when
Flynn gets close enough to listen.
Once all the characters have their traits, we can plan out a quick outline of who will be
talking and who won't and start writing their dialogue. If you have a big level with lots of
characters, it might be useful to first give them all placeholder dialogue. Then, when you have
everything in place, you can embellish their speech at leisure.
For instance, the first prisoner had a placeholder dialogue that simply said, “Boohoo, I need
help, and you will agree to help me, but I will not give you anything useful in return.” Later, the
larger script was planned out in detail.
 
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