Frayed Knights - Talk Ain't Cheap
Time for an update on Frayed Knights. Here's a snip from Talk Ain't Cheap. Apparently.
I knew when I signed up for it that making an RPG would be a pretty significant undertaking. I had expectations of a lot of work. Even though I had elevated my expectations of the amount of work I had to do, there were a couple of areas where I woefully underestimated the amount of labor involved.
And dialog is one of those areas. I mean, it's just text, right? Sounds easy! I'm not even doing voice-overs for this game!
If my quests were just of the "bring me six rat tails" variety, and my dialogs were of the one-or-two-line variety, I wouldn't have so much work to do. Now I know why other games do that. I'd have three things for an NPC to say: "Hi there, get me six rat tails!", "Hi! Do you have my six rat tails yet?", and "I see you brought me six rat tails! Here's your reward!" No other NPC (Non-Player Character... anyone not controlled by the player) in the world would care or be involved in that quest in any way.
Easy. Simple. Straightforward. And of course, not what I chose to do.
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