Hondenkat Engine – Experimental Idea
I’ve been toying with this idea of using my Hondenkat Engine to provide a game experience that’s different from its original design (puzzle-based-star-collecting-game). I wanted to see if I could apply the turn-based movement with the dialogue of a narrative driven experience.
Here I’m illustrating one of the beginning scenes from the movie Office Space. I’m having the player control Peter where he leaves his cubicle and shows up at Samir and Michael’s cubicle. He then asks them to go to Chotchkie’s for coffee.
I guess someone’s having the case of the Mondays.
After releasing three puzzle games with additional features on each release, I realized what I needed to add was the ability to make adventures with this engine as well. Everything is the same, but rooms are no longer “completed” by reaching the exit and collecting all of the stars. The rooms are now connected like a map in an old school top-down RPG.
In order to establish this type of game, I needed to implement the ability to run a dialogue script. A dialogue script, in this instance, is simply an array that a player progresses through as it unfolds on the screen with two profile pictures and some text.
The structure of each dialogue element is basically: entity name, entity dialogue, frame to show on the left, who is talking (left or right), frame to show on the right. The importance of “who is talking” dims the non-active entity. The game takes a 2D array of all of these dialogue elements and just plays them out in order. Once it reaches the end, the overlay is closed.
You’ll also notice on the top of the screen is a status bar. I’ll probably use this for adventure specific elements, like the number of keys you have or found inventory items.
I’m thinking the next game will use Ritz the Robot from Robot in the City (a comic I did a long time ago). He needs some attention.