#it's at some point in the video 'the feature that almost sank disco elysium' by gamespot on youtube
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what engine did you use for WHO WANTS TO BE THE EMPEROR? A
WHO WANTS TO BE THE EMPEROR: SIDE A ๐ฅ๐ฅ๐ฅ
Anyway, I used Ren'Py! If you want to look at the code for it, then if you download it, everything should be easily accessible as .txt files in the "game" folder. I also credited the code I based the dialogue box on at the end/in the info section of the game. The game basically runs in NVL mode, but the NVL box is inside a viewport (the scroll you see). I was heavily riffing off of Disco Elysium's format, since something like that worked best for the half-NVL half-ADV style I wanted.
#I think NVL mode is pretty underutilized but also I think the usual text-over-image way its used is. to be controversial. kind of ugly#there's a video where robert kurvitz talks about why the disco elysium text is formatted on the side the way it is#and its a really good watch. highly recommended#it's at some point in the video 'the feature that almost sank disco elysium' by gamespot on youtube#also i wish i was smart enough to have come up with how to do this on my own#but i was not. so instead i googled every iteration i could of 'nvl with scrollbar' 'text with scroll renpy' etc. till i found#some random code that was like exactly what i wanted but being used for something else
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did a bit of a think and i reckon it's these three for me:
Spire: The City Must Fall / Heart: The City Beneath - was basically my first introduction to the idea that classes can be something outside of bog standard tropes and can instead be used to tell the players about the world, the factions/groups within it, and who they are as characters. i also love the advance system, i think it's one of the best progression mechanics i've ever come across and the changes they made to it in Heart puts it into S tier for me.
Disco Elysium - DE sits in a small place in the back of my brain always and forever. i think it represents everything that i want to eventually achieve as a writer; it's sincere, hilarious, and totally uncompromising with it's ideas and vision. also there's a video on yt titled "The Feature That Almost Sank Disco Elysium" that accidentally gives some really good advice for doing layout lmao.
Mothership - indie ttrpg games have been like this forever but mothership was the first time i realized that a games don't have to be bloated 300~ page tomes and that you can really get away with not a lot if your core stuff is good. it's also one of my biggest inspirations/reference points for doing layout work.
what three games influenced your game design style the most?
any type of game allowed (video game, board game, TCG, etc.)
feel free to give your reasoning in reblogs!
mine:
Final Fantasy Tactics Advance - probably put 1,000 hours into it as a kid. simple move+action turn structure, cool abilities and jobs to unlock. love it
Maplestory - played the beta in middle school and then on and off throughout my life. i'm realizing its vibes are something i often bring to my games. lighthearted and easy to approach with depth there if you want it
Wanderhome - simply blew my mind when i read it. "things you can always do" and "things you spend a token to do" is one of my favorite structures when writing playbooks
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