For this sprint, I worked on weaving the story in the game.
First, I asked some friends to record voice lines for the dialogues I wrote. At this point in time, it still wasn't sure whether the dialogues would be voiced or not, since reserves were expressed about the feasibility of this task given what little time was left. However, I figured I'd rather have the audio files in case I could fit it in.
Then, I took a little bit of time to learn the ropes of the dialogue system we were using. After some fiddling, I got to the real deal of implementing the dialogues in the game. Whilst working on that, I realised I could simply play an audio file behind it, as there is an OnExecute method called when a line of dialogue appears.
Once all dialogues were in the game files, I took it upon myself to add an auditory dimension. After tweaking some of the audio files in FMOD (namely Heimdall and Loki's, giving them some reverb to make it feel more like gods communicating with a mortal through telepathy), I added events and functions to play those audio files. Surprisingly enough, it worked perfectly.
As of 18/04, the only thing left is to setup the dialogue triggers in the game.
Update (28/04) : I was able to implement random voice lines playing when combat starts, when combat ends, and when the player dies. I, however, was not able to implement the exchange between Heimdall and Erik upon the player's first resurrection, nor the taunts Loki would throw at the player upon subsequent resurrections, as there is no roguelite gameplay loop in the game, therefore the player is unable to respawn.