Me: Boy, I sure hate writing lots and lots of dialog!

> Decides to write a game built entirely around extensive conversations with multiple potential outcomes per dialog option

oh no
bonus: all of the conversations utilize stat evaluations, so options and delivery vary based on how confident or anxious your character is.

It's not a binary evaluation, either. It's possible to have high confidence and high anxiety, or low confidence and low anxiety.

So, I might possibly be writing 4x the dialog of a normal adventure game.
Ultimately, I think the result will justify the effort. But, I'm going to have to come up with an entirely new way to write the characters, entangle their lives together, and flesh out full personalities with backstories.

BECAUSE I'M ALSO FOLLOWING THE EXISTENTIALIST IDEA THAT NO CHARACTER IS AN EXTRA. EVEN BACKGROUND CHARACTERS HAVE TO BE FULL CHARACTERS.
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@sean
That sounds like a very high amount of work. Are you writing this on your own?

@TheFerridge I am. In addition, I'm also doing all of the coding, artwork, and animation.

The good news is that a lot of the heavy technical stuff is out of the way now. I'm kind of in the process of populating different rooms with characters and introducing some dialog trees. Eventually, I'll work on getting them to walk from room to room, and perform different activities.

On the narrative side, there's still a lot to be figured out.
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