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Darkness Revealed Update 28 - Storytelling Elements!

Hello, everyone! How's it going?

In the last update we showed some of our new HUD elements such as the HP bar and some collectibles. Today, we will still be talking about our HUD, but this time more focused on our story telling elements, such as our dialogue boxes! Let's get going!

Storytelling Elements

In its core, Last Dive is a story driven platformer. Cutscenes and visual storytelling apart, the main tool we have to tell our story are dialogue boxes. So it was always pretty important for us to get dialogue boxes that looked clean and connected to our characters somehow. 

As a first attempt, we created a pretty simple, appropriately retro-styled box, with neutral colors and text which would work for all characters.






In the original game, we color coded dialogue lines to match which character was talking. It helped greatly with conveying that character's personality and identity. We liked that system and decided to maintain it for the new game. So once again, Dave's texts are always yellow!
To finish up, we decided to change the neutral box and make it thematic per character too. It would help with defining the character's mood and personality, as well as increasing the understanding of the whole dialogue when two or more characters are talking at the same time. 


Ground Control to Major Tom

When we implemented the new boxes we started noticing that it was hard to tell apart when Dave was talking to himself or communicating with the rescue crew through the radio. And some of the dialogues in the game just make no sense if you can't tell those two actions apart. So we had the idea of trying a radio themed box. This is how the first implementation looked like. 



We really liked the result, it looked like one of those old army radios. But the radio elements were perhaps drawing too much attention and taking a lot of space. So we tried moving the elements into the box itself and making everything a bit more subtle.



This looked way better. The radio box still maintained its personality but without competing with the dialogue or the game itself. We really liked this approach and did some minor tweaks, such as following the art direction of the dialogue box we showed earlier and making its color based on the character.



Phew, making games is hard work! Anyways, some of this stuff might change in the future, so we'll make sure to keep you guys updated. What do you think of our new dialogue boxes? We'd love to hear! We are always hanging out on Twitter and Facebook, so feel free to say hello. Or, if you want to receive these updates complete and before everyone else, sign up for our Golden Chest

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