For this 1st year solo project, I designed a short narrative game with multiple endings about a time-traveller trying to return home without affecting the world too much.
For this 1st year solo project, I designed a short narrative game with multiple endings about a time-traveller trying to return home without affecting the world too much.
As my first solo 3D project, it taught me a lot about working with asset packs to build a navigable space and the benefits of post-processing.
The spatial design is not my best, with some clumsy platforming and lack of guiding light, but the overall level design is a lot stronger, using intuitive flowcharts and static/global variables to adapt to player choices. As usual, I had to cut down the original concept to avoid overscoping, but I'm still impressed with the variety of endings I was able to implement.
Below are some of the flowcharts that make the game work. These were all made using the Fungus plugin for Unity, a highly-customisable tool for designing dialogue systems which I later used in my 2nd year team project. The first image shows the overview of all the levels, starting from the prehistoric island, splitting into two routes (one safe, one dangerous) and eventually leading to four distinct endings.
In general, the more the player moves and interferes with the world, the more paradoxical their ending. However, to add a bit of interest to the design, I added a few collectibles around each level inspired by Williams' "rod of seven parts". If the player collects all of these, then they can transform the most destructive ending into the most constructive, which adds some replayability value to the game.
The other two images show the decision trees for individual levels, which were less complex but still interesting to design. The first level focussed on a recursive loop that gives the player the opportunity to ask plenty of questions about their situation before moving on, unless interrupted by their own temporal interference. The other levels have a simpler dialogue choice at the beginning, an optional dialogue in the middle, then a short text prompt at the end.
Were I to redo this project with the skills I have now, I'd focus on making the level design more readable. To avoid just adding a yellow line or red arrows for the player to follow, I'd construct the shape of the spaces to lead them toward a main path through the level. I could leave the alternate paths as shortcuts, but use crates or people to slightly obstruct them, ensuring the player is pointed towards a particular route, rather than left in an overwhelmingly open space with multiple hidden routes.