A few days ago I was looking for a way to more efficiently write the branching dialogues for Hyperventila. In the game-engine editing the dialogue looks something like this:
A simple array of questions and answers which when you get to the actual writing part is an annoying mess of copy-pasting text from Google Docs and rearranging it so it fits the above format.
This simply would not do and I went onto the Internet to find a possible solution. One such solution was a piece of software called Twine. It did exactly what I needed but exporting it to a format that would work in Hyperventila left me with the same problem as before.
This was when I decided to write my own piece of software instead, how hard could it be right? Turns out it was quite doable and took only about two days to make.
Definitely worth it considering the time and frustration it saves me when implementing the dialogue the old way.
Hyperventila Dialogue Editor
Now that I have this in my toolkit, I can finally start adding fully featured quests and NPCs to Hyperventila.
Stay tuned and don't forget to follow Hyperventila on social media!
A first glimpse at a planet in Hyperventila. These strange glowing plants are a great way of demonstrating the real-time lighting in the game.
The way I figured it worked is that the glowing plants grow from their seeds, the orbs, upwards until these seed-orbs become so heavy they fall back to the ground, essentially planting themselves and the cycle begins anew.
Stay tuned for more updates!
There are many things happening in the world of Hyperventila's game development. Having recently started a Patreon and revealed the first footage of the game I can also now reveal that mod support will be coming to Hyperventila.
It is already here! I've spent last two weeks hard at work on a level and ship editor which will allow people (including myself) to create their own content for Hyperventila.
On top of the editor there have been some UI updates in Hyperventila with more powerful interactive abilities when selecting objects and ships around the game world.
Don't forget to check out Hyperventila on Patreon, please share and maybe even support development.
Here is a big milestole in the development of any game; the first footage of gameplay.
While this is more like another showcase and doesn't contain any actual gameplay like you would see in the final game, it certainly is more than I expected the game to do when I started out on this project.
The scale, visuals and level of interactivity with the world is far greater than anything I thought I could build at first.
This video demonstrates the capabilities of what the game can do now, from interaction with every object, ship and planet to NPCs reacting to the player and even more visuals like debris, particle effects and of course lots of lighting effects.
Features I didn't showcase (because I don't feel they are ready yet) are, among others, the dialogue system and NPC interaction as well as my inventory system that contains the items picked up. These features all exist but require some more work before they undoubtedly get a showcase of their own.
Another aspect of the game which in my opinion is very important is the visual atmosphere. It's very easy to make a space game that ends up lacking in atmosphere due to space being very empty and dark.
With this update I'd like to share a major upgrade to the feel of HyperVentila through real time lighting made possible by Xor Shaders, check out their awesome work on XorShaders.weebly.com.
These renders show a few of the ships in the game in their full 3D glory. I will be posting smaller updates and showcases like this throughout development of artwork in the game or possibly even things that didn't quite make it into the game.
Updates like this could be work in progress renders, sketches or other experiments.