As the last icy hours of March creep away from the American midwest, we're curled up next to some warm, warbly digital audio files shared with us by Ben Babbitt.

Fixin' up content - part 1


Hi y'all!  This month's newsletter is a two-parter.  In the first part, I (Jake) am going to tell you a bit about my process writing dialog for the game.  In the second part, sometime early-mid next week, Tamas is going to give you an overview of his process producing the 3D models and environments.

About a year ago I made a short game called Hummingbird Mind , and in that process I came up with a really simple codebase for multiple-choice game dialog.  I've been schlepping that code around from project to project, but for Kentucky Route Zero I took the same basic system but rewrote it to be a bit smarter in the way it lays out the text (mostly in order to match the visual style of theatre manuscripts).  My process when making dialog- or text-heavy games has always been to come up with some kind of extended text format that I can just sit and write into -- I do a lot of programming up front so I can just focus on writing without distraction.

Here's a bit of what the text I'm writing looks like while I'm writing it:


Even if you're not a programmer, you can probably get the gist of what's happening here.  I try to keep the system pretty minimal and braindead, so I don't have to switch gears from creative writing to programming too much while I'm working.  As you'll notice, the "<option>" items in that snippet have a special attribute called "speaker".  That's because some dialog options are only available when certain companions are accompanying you.  Since Conway can only have two companions with him at a time, an important part of the game will be deciding who to bring along when talking to whom.

If you're interested in digging into this further, I used an earlier version of this system in my game Balloon Diaspora, and you can find the full source code on github .

cya next week!
jake+tamas