_edited.jpg

D.A.V.E's Odyssey

Dave's Odyssey

  • Genre: Point & Click, Puzzle game

  • Duration: 4 weeks

  • Platform: PC

  • Engine: Unity

  • Team Size: 9

Role

  • Narrative Designer

  • Technical Designer

Description

Responsibilities

D.A.V.E' Odyssey is a point and click adventure in space.
The maintenance droid boots up on a broken ship which has been taken over by the evil artificial intelligence.

To save the human crew and restore power, D.A.V.E needs to explore every area of the ship, from the kitchen to the cryo sleep containers, and finally the bridge controls.

D.A.V.E must reroute lasers through each location in a challenging journey to restore the ship’s power.

  • Narrative Design
    Wrote and created the game story. By using Text-to-Speech, I converted text lines into voice lines for our ingame AI to say.

  • Technical Design
    Designed several prefabs, created basic animations to open/close doors, buttons to press and other interactables.  With help of a programmer we created a narrative manager.  It checks the progression of the player and gives out appropriate voice lines when events have passed or the player has done something ingame.

Development

In the Second Project at Future Games, we were tasked to create a point & click game in Unity. The team decided to go with a space environment, controlling a robot and guiding it to complete the tasks at hand.

During the development, lot's of time was spent redesigning the first concept we had of showing the game from a CCTV perspective into an isometric one. After designing the basic interactions and movable objects, I spent most of my time with the story, trying to make a compelling narrative with a hint of comedy. After writing all the dialogs, adding each dialog line into a series of over complex  managers, adjusting timers and adding the appropriate voice lines depending on player activity took long hours, but so worth it.

Very proud of how the finished iterations of our dialogs were, they became the highlights of the game, with inspiration of GLaDOS and HAL 9000, the dialogs truly lifted up the feeling and flow of the game.

Gallery

Game Design

The Narrative

The first time being a narrative designer, I worked in close cooperation with a programmer to handle the text and audio dialogue. We created a dialogue manager to handle all the dialogues by putting them in a queue.

This allowed me to make small scripts in C# to activate and send dialogues to a zone manager that sends it to our dialogue manager.

GIF 2021-10-03 21-40-51.gif

The Catastrophe

No game can be fun without impending doom. As such I scripted in C# to have a secret timer that starts counting down when the player reaches the hub room.

In the script I added that when the countdown reaches below 60 seconds, a text will appear on screen showing the player that the entire ship will be destroyed! Being in charge of the narrative, it gave me the ability to add jokes in the game. If the player listens to the AI and returns through the portal, they will get to know the AI lied.

GIF 2021-10-03 21-50-20.gif
GIF 2021-10-03 20-28-11.gif

The Final Version

The end result became so great it surprised me. Spending so many hours and crunching like crazy, I was able to have all the written dialogues into the game. Since each dialogue had a corresponding voice line, the narrative truly brightened up the game. 

To manage the story, I wrote in C# a script to check to see what story arch the game is in. Since I created 3 storyline   arches + the tutorial arch, they have different voice lines depending on how much the player has progressed. Using the rooms as break points to check progression of the player, I could call upon the public functions in the script to remove the old story arch from the queue.

It was the first time I had to work with narrative and it was a blast! Incredibly fun setting it up and making it work!

The Buttons

We are using buttons in the game that the player can press to open doors, active stuff or to just open an emergency door in case the player gets stuck somewhere.

Using C# I made a script that uses unitys own system, the unity event system that can use listeners. This allowed me to place buttons and then manually connect what the buttons would do. This was done through adding them to the list and activating/deactivating them when the button was pressed. It helped a lot to use as an emergency button.

GIF 2021-10-03 23-15-58.gif

The Level

I worked some with the level design making the tutorial area as well as the second area the player gets to before reaching the main part of the ship, that is the hub.

It was fun work using the mechanics that our other designers had implemented and assets our artist added to make a sleek and clean level. Our game is based on rerouting lasers to power sections of the ship, so you can finally turn off the ship's self-destruct!  Iterated slightly and made a simple puzzle as you can see on the gif here.

GIF 2021-09-18 14-20-18.gif
TombBackground.png
Overlapping Triangles
TombBackground.png
TombTitle.png

Genre: First Person Platformer, Puzzle
Engine: Unreal
Team Size: 6
Duration: 4 weeks
Platform: PC

Unseen_Screenshot_01_edited.jpg
Unseen_Screenshot_01_edited.jpg
Overlapping Triangles
Unseentitle.png

Genre: First Person, Horror, Puzzle
Engine: Unreal Engine 4
Team Size: 9
Duration: 7 weeks
Platform: PC

ARV_Screenshot_01.png
Overlapping Triangles
ARV_Screenshot_01.png

Arv - The Inheritance

Genre: First Person, Horror, Puzzle
Engine: Unity
Team Size: 3
Duration: 4 weeks
Platform: PC

_edited.jpg
_edited.jpg
Overlapping Triangles

D.A.V.E's Odyssey

Genre: Isometric, Point & Click, Puzzle
Engine: Unity
Team Size: 9
Duration: 4 weeks
Platform: PC

acsentToDecent_edited.jpg
Overlapping Triangles
acsentToDecent_edited.jpg

Ascent
To
Descent

Genre: FPS, Spaceflight
Engine: Unreal Engine 4
Team Size: Solo Project
Duration: 2 weeks
Platform: PC