Project Framework

 

 



Game Pillars


A train to the Afterlife...


• Play as an intern ticket Inspector on the SNCF train ("la Super Navette de Charon et de la Faucheuse") heading for the afterlife. The purpose of the train is to take deserving souls to this destination. Unfortunately, some usurping souls try to leave the limbo to reach the afterlife at the expense of legitimate souls. 

• Your role will be to track down the usurping souls among the deserving ones in order to eject them from the train.

• A recruitment gauge is incremented or decrements according to the choices made. If the choice is right, the gauge tends towards Hiring, otherwise, it tends towards Dismissal.

...Conveying Souls that will attempt to fool you





The Death

The Death is the matchmaker of the future of the different souls that wander in limbo. She is also the head of the SNCF company. She is therefore the boss of the character. She will decide whether to hire or dismiss him according to his professional skills.

 










Eagle & Doe

• The Eagle is a typical shady capitalist businessman, self-important and macho. 
• The Doe is a shy young woman who has regrets: she never confessed her love for her best friend and died before she could tell her.










Ostrich  & Elephant

• The Ostrich is the doe's best friend. She has never seen her friend as a love interest, and she is very selfish and wants to save her soul.
• The Elephant is a very emotional and nostalgic man who seems quite out of touch.







Chameleon & Racoon

• The Chameleon is a gullible, hypocritical and abusive mother: she's a malicious gossip
• The Racoon is a chubby man: he is a food critic. He is also a political activist and a very clumsy person who likes to hunt.


 Game Design :

○ Conception of Game Design documents
○ Initial concept and iteration
○ Definition of Game Loops
○ Creation of a Storyboard taking the whole game experience into consideration
○ Helping to create the context for the train

  Programming :

○ Creating the code architecture
○ Creating class diagrams and dependency diagrams
○ Set up the Dialogue System plugin
○ Design of animations (objects, characters, gauge...)
○ Management of different transitions between scenes (fade-to-black animation)
○ Creation of shaders to give the highlight effect on each object
○ Implementing most of the dialogues via the plugin
○ Implementing the different choices via the plugin
○ Implementing environment changes (cabins, HUB...) according to the player's choices
○ Implementing the different expressions of each character according to the context evoked in his sentences
○ Implementing the timer system on the gauge (via DeltaTime)
○ Design of the different menus (Titlescreen, Pause menu...)

  Narrative Design :

○ Definition of the character sheets with their archetypes
○ Helping to create the lore for each character
○ Thinking about the objects that could correspond to each character
○ Researching the lifestyle of each animal associated with each character
○ Contributing to the design of the Narrative Focus document
○ Contributing to the design of the Narrative Voice document
○ Contributing to the design of the UX Graph document (Walkthrough)
○ Creating the structure of the dialogues via a Flowchart



DIALOGUE STRUCTURE

 

• All the dialogues in the game follow a common structure that was established via a Flowchart system. This structure allowed me, later on, to better visualise and design the code architecture of the Dialogue System. 

→ If you would like to take a closer look at this Flowchart, you can click on the document on the right to open it in a larger size.

• Since the investigation phase mainly involves questions that the player will have to choose to ask the different characters, we have decided to opt for a structure that adapts to all types of characters. So, the player can ask the same types of questions to two different characters and he will not get the same information. This was also done in order to keep a certain fairness in the questions for the different characters, which allows us to better control the gameplay experience through a symmetrical type of gameplay.

• In order to follow a so-called "Golden Path" gameplay experience with an average duration of 10min, as requested by the specification, we implemented a timer system on a gauge (→ see gauge system at the very top) which provided better control of the gameplay experience concerning the time allocated per character. However, our initial intention was to let the player go through all the questions (3 per character) to take the time needed to find the impostor. This is why we allowed the player to continue his investigation, even if he has reached the total duration of the timer. This allowed us to have some versatility in the gameplay.