Dialog boxes are simple but the backend to creating them efficiently is a bit more complex. Especially when you’re dealing with everything being at an angle around planets.
First stage of the boxes is done. Proper stacking and ownership. Up next are FX flags so that the boxes can trigger various animated states to emphasize the message. For example, red bold text and a shake when presenting anger, large and at an angle to present ‘loud.’
Conveying humor in the game is key to balance out the challenging puzzles. While I will never be as good as them, the team behind Portal 1 and 2 knew how to balance it perfectly. I plan on using the dialog system to the fullest in order to assist in finding that balance and if need be, break conventional rules to do so.