So we've been doing some active work on the game lately.
This first image is a mockup of what we're trying to do with our dialogue/option picking interface:
The idea is that while you are talking you are trying to deduce what kind of emotional state the character is in, so that you can respond appropriately.
Part of me was thinking about this because I've been hearing thoughts about games that challenge and reward empathy. So part of it is that. The other part is that this game will mostly be about talking to NPCs and so this is a way to reward the player for paying attention and considering their emotional state. I also got the idea for this from doing some comedy improv and my teacher is always saying that you need to listen to your partner and try and deduce how you think they might be feeling based on how they look and how they say things.
Anyway, the idea continues to shift we're thinking that maybe if you are right about what emotion the player is feeling then you will unlock different dialogue options (or not) like so:
The other goal is to tie this into the 3D exploration aspect of the game so that maybe you find things in the world that will give you insight into the character's emotional states. The example I keep thinking of is that maybe you go and find the pilot's unmade bed and see that he is kind of depressed.
So that's where we're at. Sort of trying to tie the disparate aspects of the game together.
And here is an image of the current state of all our 2D characters all together:
hooray!