decided to do this game solo
my research topic was grief and loss in video games
I struggled to find academic info on this topic
based on what I learned, I wanted to design TL to be deliberately ambiguous
[[show prototype]]
my interactive prototype was well-received
took me a while to come up with a good title - original was in German
[[play greybox video]]
sourced a couple of tree models from SketchFab to use in greybox
made some quick cottages
this is a video of the greybox
[[show items slide]]
I wanted to have five different items for the player to collect, but only managed three - sword, helmet and child's toy
added the bloodstains using Substance Painter
did landscape material painting for first time
I learned how to use decals in UE5 as well, and made liberal use of them
soon found that it actually made the scene feel more scary than sad to have blood splattered all over
used Megascans for just about everything
would've preferred to model things myself but just didn't get time
[[show UI sketches]]
these are my ui sketches
planned 3D as first choice but Skyrim-style 2D menus as backup
[[play pause menu gif]]
got the pause menu working quickly
created a page for settings but had to cut it out
wanted to have settings for custom mouse sensitivity
ended up setting it manually
[[show finished UI slide]]
did actually get around to making 3D start menu
also made prompts in 3D but converted them to sprites for widgets
unfortunately didn't get to make the quit confirmation at all
pause menu is 2D as well
[[audio slide]]
sound is a big part of the game
goal was to have sad, slow music with traditional instruments
found an awesome song that would've been perfect
it was strictly copyrighted so I just used it for prototyping
edited using Audacity to create loop of instrumental part
[[next slide]]
got music to play across scenes with little trouble
this is the code I wrote for this
sourced two separate tracks from Pixabay to combine into sword effect
each item has its own sound
[[play last audio videos]]
had to find royalty free music for background
this is it playing
also added in some SFX like footsteps to make it more interesting
recorded and edited UI feedback sounds myself
[[first programming slide]]
I had a bunch of issues when it came to programming
wanted to player to be able to pick up items and inspect them, before putting them down
followed a YouTube tutorial to get this behemoth - took hours and then didn't work
managed to figure that it was a problem with line tracing, but I didn't have the experience to fix it
ended up having to rewrite it from scratch
[[next slide]]
finally got it working
soon discovered it would only work for a single item
had to enlist Jake - he helped me so much I thought it was only fair to give him a proper credit in the game
together we managed to find a workaround
it's not the most efficient but it does the job
[[last programming slide]]
this is how the interact-inspect system looks in-game
it's ok - not the best but ok
getting footsteps in was surprisingly easy - this is the entire code, excluding the tiny animation track it needed as well
this is also how I set up the mouse sensitivity - much lower than the engine default because all playtesters said it was way too high
[[show level design slide]]
did a sketch right at the beginning to get a feel for how I wanted the scene to be laid out
sketched out some cottages using blender - wanted to model these myself but ended up constructing them from Megascans
used planes with simple colliders to create boundary - turned them around to make them invisible
all playtesters tried the boundaries at some point
was able to use default starter content fire effect
had to keep the SketchFab trees - had planned to make them myself as well with SpeedTree
Thanks for watching!
I started off with a different idea than the game I ended up working on! Initially, I chose the study skills client brief, as nutrition felt like a bit of a cop-out and research skills was going to be too difficult, but I found myself working on a nutrition game anyway.
This turned out to be a blessing in disguise, as I'd severely underestimated how much time and effort my other game was going to take up. It was also a bit awkward trying to figure out a way to make a topic as dry as study skills into a game that uni students would actually want to play and I eventually came up with the idea of a retro, Street Fighter style game.
It took a few tries to get a working alpha prototype but I managed to illustrate my plan by using Twine. This is a demo: the idea was to teach students how to extract the most meaningful information from a paragraph in order to improve their note-taking skills. Each round would present the player with a short passage, and then make them choose the most optimal notes from that text, given three choices. The choices would've been allocated a point score from 1 to 3, and at the end the player's total score would be tallied up. If they achieved over a certain threshold, they won and "passed" the hypothetical test.
This entire concept got scrapped, though, and I was happy to join the Time Well Fed team to work on the nutrition game. They quickly caught me up on their plans and I was soon able to start helping with the ideation process. I didn't have research applicable to nutrition, but our focus was fairly simple - teach students the importance of healthy eating in order to perform better academically, as well as teaching them how to manage their money.
This is the high concept slide from our pitch presentation. The player would be encouraged to make mindful decisions based on their stats, which were energy, stress and health.
At this stage, I also contributed to our general brainstorming and we came up with some random events that could occur during the game. Ultimately, these didn't make it into the final build, but the objective was to give the player opportunities to boost their stats, as well as to increase the realism of the life sim aspect.
I wanted to take more of a "backseat" role for this project so as to free up more time to work on my solo one. To begin with, I volunteered to do just audio but I ended up also doing quite a bit of the UI stuff as well. I was worried that it would be too much, but audio was actually pretty straightforward and I enjoy doing UI.
These are my sketches. Whilst looking around on Google for some preliminary inspiration, I came across a screenshot from an in-development indie game (whose title I couldn't find) which incorporated this cool, notepad design for a dialogue box.
It prompted me to decide on a notebook motif for the whole game, since our target audience was university students and I wanted it to be reminiscent of the notebooks you'd have in school.
I made a couple of mock-ups to get a feel for how the UI would look, and found some free fonts. The grocery store menu also unfortunately didn't make it, but I designed it based on a screenshot of the game Coffee Talk, by Toge Productions. I kept with the notebook theme by making the pause menu and dialogue box actually be the same asset. The idea was to have the sprite move upwards when the game was paused, and then return to its starting position on resume. Here is a short clip of that working.
I did much of the UI-related programming myself, such as getting the pause menu to work and animate properly, as well as making sure all of the buttons worked consistently. I did have a nagging issue for a while that the player couldn't easily return to the main menu from the pause menu, because the button didn't work on the first click. It also affected the quit button, where the player couldn't quit until they'd pressed the other buttons a few times.
I couldn't figure out what exactly was wrong, but by resetting all the buttons manually I was able to fix it. I couldn't say what was causing the quit bug, but part of the problem with the menu button was that I was trying to call the scene by its build number. George suggested I try calling the scene by its name instead and that seems to have sorted it out.
These are the final assets which I made. I didn't include the buttons as part of the static background, because they were supposed to change colour when hovered or clicked, so it was easier to make them their own sprites. Again going with the notebook theme, I made the start menu to look like the first page of a standard journal or planner.
We also incorporated a win-fail state that depended on the player's final academic score, which was based on their other stats. I designed these pages to look like exam papers, but in place of the questions it would show the credits.
I also chose to reinforce the healthy-eating message we were trying to convey by the snacks lying around the paper. If the player failed, the snacks were unhealthy but if the player won, the snacks were healthier and actually included a bowl of soup - this was also meant to show that full meals are better than constantly snacking.
The audio side of things was very, very simple - I found clips that I liked and that fit the calm and relaxing aesthetic we wanted, and then implemented them where appropriate. This is a video of the background music working in the start menu, as well as the UI feedback. [[play audio slide]]
Since recording that, I got the music to play nicely across the scenes without any trouble. I originally wanted to have the background music change when the player's stats changed - for example, playing slightly more up-tempo music when their stress level was high - but that ended up being cut as well, because we really wanted to get this game out and done as soon as possible to work on our other stuff.
[[next slide]]
I then had the problem where the scene would change before the UI sound had finished playing. In order to fix that, I had to learn about coroutines. This was difficult and confusing, but I sort of managed it with lots of help from YouTube and the team. I also sourced a couple of sound effects, such as pages turning and a cash register ding when the player spends money.
[[final slide]]
The biggest issue I encountered with this project was seeming to not have the same project version as the rest of the group. This caused some headaches for me, as I couldn't work out why. I had to refer some implementation to others, as I didn't appear to have access to later stages of the game. However, this turned out to be no more than a GitKraken thing, which I honestly should've expected. I was pulling changes from my local branch, instead of the main one. I have deleted GitKraken now, and will not be using it again!
With everything said and done, I'm proud of how Time Well Fed has come out, and would definitely like to work with this team again! Thanks for watching!
- I did audio and UI for this game
- wanted to take a more backseat role to free up more time for the other project
- started with wildly different idea to what I ended up working on
- initially chose study skills brief
- nutrition felt like a cop-out and research skills was too difficult
- it was kind of awkward trying to figure out a way to make such a dry topic into a game that uni students would want to play
- came up with Street Fighter style game
- here is the alpha prototype
[[play prototype]]
- the idea was to teach uni students how to extract the most meaningful info from a text to improve note taking skills
- each round would show a short paragraph on a random topic, and then give three options for possible notes
- these would give a score of 1, 2 or 3 points
- at the end, if their score totalled over a certain threshold, they won and passed the hypothetical test
[[next slide]]
- this entire concept got scrapped
- TWF team quickly caught me up on the plan
- I didn't have research applicable to nutrition, but our focus was simple
- teach uni students the importance of eating properly to do better academically, and managing their money
- this is the high concept slide from our pitch
- the player would have to manage three stats - energy, stress and health - to generate a hidden academic score
- I helped brainstorm some random events that would occur
- these didn't make it into the final build
[[UI sketches]]
- these are the sketches I made
- I found an example from an in-development indie game on Google
- it had a cool notepad-style dialogue box
- I decided to do a notebook motif for the whole game
[[next UI slide]]
- I then made some mockups and sourced some fonts
- the grocery store menu didn't make it either, but I designed it based on a screenshot from the game Coffee Talk
- made the pause menu and dialogue box the same sprite
- it would slide up the screen when the game was paused and then back
- here's a clip
[[play next slide]]
- did most UI programming myself - also made sure the buttons worked consistently
- had a small issue where the pause menu buttons didn't always work on the first click
- couldn't figure out the exact problem but resetting the buttons fixed it
- George suggested I call the main menu scene by name rather than build number
[[show finished start menu]]
- this is the finished start menu
- made it to look like the first page of a journal or planner
[[next fail state]]
- our win-fail state depended on the player's final academic score
- designed to look like exam papers
- if the player failed, the snacks lying around were unhealthy
[[show win state]]
- if they won, the snacks were healthy
- audio was very easy
- sourced clips that fit the calm, relaxing aesthetic and implemented them where appropriate
- this is a clip of the background music and UI feedback
[[play audio slides]]
- originally wanted the background music to change with the player's stats - e.g. more up-tempo when they're stressed - but that got cut too
[[next slide]]
- had a problem where the scene would change before the UI sound had finished
- to fix it I had to learn about coroutines
- it was difficult and confusing but I managed it with some help
- these are some sound effects I found as well - e.g. pages turning
[[final slide]]
- biggest issue I had was a GitKraken problem
- I didn't have access to the same version as everyone else and didn't know why
- had to get others to implement some stuff like SFX
- I'm proud of how TWF has come out and had a great time working with this team