As requested by Mr. Mark Bolas, here be my blogerrific post, re: Thesis Demo as demonstrated last night of October 21st in the year 2009 (addendum: some UI edits as requested to facilitate playability).
(may be slow to load, and there is no sound [just fyi, so nobody thinks their speakers aren't working])
http://interactive.usc.edu/membersmedia/bwilcox/thesis/prototypes/AlphaDemo/alpha_crimsonnight.swf
Instructions:
Click to show actions. Blue is walk-to, Green is look-at, Red is talk-to. Click on the icon to select it.
The WASD or arrow keys change your PC’s mood. Up (or W) to get happier, Down (or S) to get sadder, Left (or A) to get more fearful, and Right (or D) to get angrier.
Click M to see the little mood-wheel larger and then press M again to return it to smallness.
NOTE: When you talk to the maid a second time, she will ask if you are ready to go get married. Saying yes (the second option) will end the game. You will get a splash-screen and then you must reload to play again or close the browser window to remove it from your sight :^)
This prototype is more about using mood to explore a space and get a feeling for the story/character. As such, it isn’t totally what I wanted (which was using mood to drive the character/story) because I don’t want the player to be changing their mood just to see what else the PC will say about a group of pillows. But it was all I could do in time :^) And it still addresses the concept and it is still useful, so there. But this will be better addressed in further prototypes.
Feel free to comment (I’ll try to check the blog fairly often so they can be approved and shown) or send an email.
Thanks!