Documentation
Comparison to Concept
The submitted game is very similar in concept to that described in the Game Concept devlog. The player is an investigator, who has arrived at the Bargewright Inn and must speak to the NPCs in order to determine the fate of the missing person. However, the gameplay process is significantly simpler than in the concept, due to time requirements. The only means of gaining information is by speaking to NPCs. There are no items or clues to be found in the world. There is also only one level; the downstairs of the tavern. The guessing process is significantly simplified, as the player only needs to identify the culprit, associate (if there is one) and the item used. The framework for more fates is in place, however this is currently limited to "killed" and "kidnapped", which are functionally identical.
Desired Changes
All of the above mentioned differences to the concept would ideally still be implemented into a later version of the game. Additionally, the game is very hard in it's current state, and more work would be done on balancing the information given so that players are not completely starved of information, but are also not hand-held and given the answer.
Testing Feedback
During the development of the game and, in particular, during the Week 12 testing session, I received a lot of valuable feedback about the game. Most of these were directly implemented into the game
- Artstyle: The feedback on the artstyle was overwhelmingly positive, with 87.5% saying they strongly agree that they like the artstyle.
- Dialogue Design: The feedback on the design of the dialogue menus was also very positive, with 75% saying they strongly agree. There were some comments saying that initiating dialogue was difficult, and this was remedied in the final build thanks to this feedback.
- Level Design: The level design feedback was positive, with 62.5% saying they strongly agree.
- Navigation: 62.5% said they strongly agree with "navigating the level feels comfortable."
Asset List
- AnimationImporter - From https://github.com/talecrafter/AnimationImporter. This is used to import sprites from Aseprite and set up the animations automatically. Extremely useful for all of the NPCs.
- Art - The location of the character and UI art.
- Audio - The location of the music. All music found from Kevin Macleod https://incompetech.filmmusic.io/
- Characters - The location of the animations, faces, and sprites for the characters.
- Dialogue System - From https://github.com/merpheus-dev/NodeBasedDialogueSystem. Used for creating NPC and player dialogue
- Fonts - Contains the fonts used in the game
- Olde English Font - https://www.dafont.com/olde-english.font
- Medieval Sharp Font - https://fonts.google.com/specimen/MedievalSharp
- SAP2D - From https://assetstore.unity.com/packages/tools/ai/sap2d-beta-109184. Used for NPC pathfinding.
- Scenes - There are three scenes: The main menu, the main scene, and the end scene.
- Scripts - The location of scripts. Some of the important ones include:
- GameData - This script controls game variables like the victim, culprit, etc.
- ActionSelection - To control NPC movement to predefined locations
- AIFaceDirection - To control NPC animations and collisions
- GuessData - To control the guessing menu
- EndGame - Endgame logic
- Tiles - Contails tile data
- Tilesets - Contains the tileset
Files
Incident at the Bargewright Inn
Status | Prototype |
Author | Oldcustard |
Genre | Puzzle |
More posts
- Basic Level BlockingApr 26, 2021
- Player MovementApr 18, 2021
- Game ConceptApr 16, 2021
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