It’s been awhile, and it’s time for an update!
Let’s talk about mechanics! (Skip to the bottom for the Mechanics teaser) So, one game play mechanic that’s been in the works for awhile now is our interaction system. Originally Ira started out as a point and click adventure game. The player would have to click in-order to get from point A to point B, and to interact with objects, and as much as we love point and click adventure games we knew Ira needed something that better fit our end goal. Ira isn’t about getting from point A to point B, it’s about the journey, and the connection the players has to both the character, and the world. It was imperative that we create a system that pushes that connection as far as possible
One of the goals for the interaction system is to create a personal experience through the characters. By shifting the focus of interaction from soly the player’s speech choices into characters actions/abilities/tools, people can directly connect, and influence their experience within the world. That being said, the characters have natural limitations so you can’t break the story.
Here’s how it works. During gameplay you can select the character, and time slows down. Then a ring of icons appear around the character; each one relating to an action or skill you can toggle on, or off. Different characters have different skills/abilities/tools, and thus interact with the world on their own terms, but guided by you!
Each character has their own way of speaking/expressing themselves. Now they have skills/abilities/tools to go with it. After a few months of quietly working we finally have the new system in order. Just to be clear this does not replace our dialogue system. The updated interaction system complements it, and lends to a more engaging journey.
Check out the mechanics teaser for James.