Monthly Archives: June 2007

Delay

I set up the text rendering system, used mainly in the visual-novel segment of the game, to pause longer when printing certain punctuation marks than when printing ordinary letters. So if there is an ellipsis in the middle of someone’s line, or they are listing several items separated by commas, a bit of rhythm makes it across in the way the text appears. This is the sort of thing which, when planning to make a video game, one doesn’t anticipate having to do. It’s also the kind of thing I think many people wouldn’t bother doing, and tuning over and over to get it right. But when I play a game, it’s tiny little things like this that semiconsciously encourage me to keep going, to keep my hands on the controller.