Finally back into gameplay land today, which means I'm doing a while bunch of random stuff.
First up, brief tests at conversation text suggest that I need to differentiate the speakers a bit more. I don't have character portraits up yet, which would help, but I'm wondering if choosing a unique font for each character would be a good idea. I could go with a different color for each character, but using a different font for each that helps convey their personality might be interesting.
That led me to Google Fonts, which looks to have a decent variety with reasonable licensing requirements. If anyone has any other suggestions, let me know.
Of course, this led to the need to modify the game code to support a different font for each speaker. That's not too big a deal, but causes a bit of trouble because line heights are no longer constant.
The level script is coming along though. It navigates around the level with appropriate conversation text displaying (and not displaying) at the appropriate times.
I need to work on object placement a bit more, so next up is probably getting a "bird's eye view" of the level with some sort of transform editing. We'll see how that goes. I don't want to write full serialization for every component, so I might see if I can modify the attribute file that spawned the object directly, because that's easy to serialize.