Game Prototyping - Tumblr Posts
A lil of game-devving (first Dev-Log?)

Today some development while we wait for interviews and other confirmations to the job hunting of Friday -- or at least something I can still do with the mouse. (all of the pictures used above on the block-out are just mere placeholders to fill up the empty gaps)
It's GUI prototyping time!
I've seen before in the past that many visual-novels and even some RPGs allow the player to fast forward dialogues and skip back and forth across them if they were already seen. I had a mind of adding these buttons too but in a less default position, to balance a little the visuals of the GUI.
So, the idea is that the upper and bottom sections would show the zone where the current scene is playing, as some sort of decoration ribbon. Since I already planned the height and width of the main screen where the scene and dialog box will appear, there's a ton of empty space around that must be filled with something! I had an idea of making use of that widescreen space not only to hang the dialog buttons, but also to show a split portrait showing the status of the character from where we are having the POV of the scene.
For example, if we are in a scene from the POV of Tasque Manager, her portrait will appear on both sides. These are to show the mental status of the character, as the player takes decisions that could possibly upset the character or make them happier. The idea is to keep track of this as is the only visual cue (if the player isn't taking mental notes of what are they doing with the current character) to see if you are going through a good route or a bad route.
The mental status of the character will also open venues for other dialogues, just like in graphic adventures of old, you could explore questions for the lulz or just cut to the chase to go faster. It can also lock you from knowing more as other characters that you angered on purpose will refuse to elaborate or will reply with something else, or will see you too upset to let them speak up.
This can serve to further move towards a different path. I plan to add different outcomes to certain decisions depending of your behaviour, though upon release only one path will be available as I want to focus on the main plot-line and add the side paths with future updates for those avid to squeeze the lore of its last remaining juices.
In a sense I believe the paths could be categorized in Light, Neutral, Dark and Darker. Obviously the Darker paths would be the ones with the most downers, and might end abruptly or perhaps open a new unseen chapter, as corruption sets itself in the characters. As said, will only add those in the future if the game gets well received and we manage to stabilize our life enough to dedicate myself fully to the project. The default path will be always the Light one by the way.
And nothing else. Must not forget to add quick buttons to Save, Load and Quit To Title... Though adding them to an ESC menu could be redundant, I rather move these buttons tastefully to improve the looks of the general GUI that the players are going to stare at 95% of the time (that's why prototyping the Game's GUI is a very important part of the development). The other parts that should receive some attention would be the Gallery and the Chapter Selection... I was wondering if adding a list of quick jumps to all the scenes could be done, so you could replay your favourite parts again, or go there to pick a different set of dialogues. In a sense the main bones of the game are just that:
Title Screen
Options
Save/Load
Gallery
Chapter Select
Game
Credits/Disclaimer (absolutely skippable after reaching the end of a chapter)
Yeah, 7 bones. I don't see anything else to add. I believe the most fun part to make would be the Chapter Select. My idea for it is quite unusual and I haven't seen it done before. It could work.
I don't have anything else to show or to ponder publicly at the moment. Hope you enjoy to have a lil glimpse on the developing of the visual-novel as I make it from the scratch.