Shrine of the Sword


The player approaches the sword only to discover it's a fake – the real one is hidden in the hollow of the tree in back of the shrine. (A hidden dialogue trigger will activate when the player goes up to the hole.)

The goal of this exercise is to write dialogue for the elder guarding the sword. This dialogue should:

  1. First, direct the player to take the fake sword.
  2. Then, in a second interaction, reveal the true location of the sword (the tree behind the shrine).

You'll need to do some scripting with Bitsy's dialogue editor to achieve this. There are a couple different approaches you can take, scripting-wise:

  • The simplest is to use a Sequence List, which allows you to script multiple interactions.
  • For the more ambitious, try Branching Lists, which display dialogue conditionally if variables are true. You check check whether "sword" in inventory == 1 to react to the player having the fake sword, and "realsword" in inventory == 1 to react to them having the real sword.

Try to keep dialogue snappy – be mindful of the size of Bitsy's dialogue box. Try to achieve a comedic tone.

Files

shrine_of_the_sword.zip 61 kB
2 days ago

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