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GET LUCKY

GMTK Game Jam 2022 [Roll of the Die]
48 Hours | July 2022

Get-Lucky-Cover.png

DESCRIPTION

    Get Lucky is a graphic novel dating sim where the player attempts to persuade Lady Luck to let you pay for dinner. I was one of nine developers and acted as one of the two programmers. This Game Jam was only 48 hours.

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    Working with one other programmer, we each developed half the systems for the game and worked together at the end and tied the two halves together.

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    My primary accomplishment was the dialogue system. The structure was easy to implement without sacrificing functionality. In addition, I streamlined the dialogue pipeline that saved valuable time for the writing.

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    Out of 6,147 entries, Get Lucky was ranked #407 overall and #163 in presentation!

RESPONSIBILITIES

  • Processed dice rolls.

  • Developed and integrated dialogue system.

  • Integrated various UI elements.

  • Organized dialogue data.

  • Assisted in main game flow integration.

  • Polished game.

Engineer Skills Learned

  • Rapidly creating data structures.

  • Identifying and implementing core systems early.

  • Identifying pipeline issues and creating tools to assist.

  • Rapidly implementing systems.

  • Maximizing limited time.

Design Skills Learned

  • Designing a system described only in concept.

  • Rapidly iterating systems.

  • Polishing existing systems.

Engineering

Dialogue State Diagram

  • Once the game loop was decided, I got to work and drew diagrams for the game.

  • Having these diagrams while implementing the system ensured that they'd worked the first time and maximized our development time.

  • This state diagram mapped out what goals were needed from the system and how player input would be handled.

  • This also doubled for planning out how the UI flow would work.

Dialogue Manager State Diagram.PNG

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Dialogue Manager Diagram.PNG

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Dialogue Manager

  • Having a well thought out manager and data structure for the dialogue was essential to completing the game in time.

  • DialogueOption contained the writing and reaction images options for Lady Luck.
  • DialoguePool held DialogueOptions in groups and would retrieve options when requested. It auto repopulated as well!
  • DialogueManager was the main driver for the system, deciding which pools to use and when.

Auto Dialogue Parsing

  • With such little time, I wanted to ensure our writers had the time they needed to write and proof read without worrying about engine implementation.

  • I created a tool that would take in dialogue that automatically broke the text into 'lines' which fit inside the dialogue box.

  • This allowed out writers to quickly move their writing into one spot without worry of the dialogue being too long for the system to handle. We estimated that it saved 8 hours of testing and bug fixing in a 48 hour project.

  • As it was compartmentalized, it was easy to add functionality such as changing text color based on the character speaking.
Prep Dialogue Function.PNG

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Lady Luck Reaction.PNG

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Lady Luck Poses

  • My favorite part of polish was changing Lady Luck's pose based on the player's dialogue choices.

  • This felt to tie the entire game loop together as it made the interactions with the character more genuine.

  • This was tied to the dialogue system so we could offer relevant reactions based on her dialogue.

  • My favorite reaction pose was where she ducks under the table and lifts up her fox that acts as her scarf who and holds a gun.

Reaction Images

  • Although we were confident in our writing, we wanted to add another way to show which 'tone' the player selected when they chose dialogue.

  • As such, I was asked to tie in the reaction images into the dialogue system. It was easy to implement and added another form of player communication to it.

  • When reading comments for the game jam, multiple players understood how the system worked, and we believe this addition contributed a lot to that understanding.

Stat Reaction.PNG

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Design

Get Lucky Start.PNG

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Stats Allocation

  • I worked to make the starting stats allocation screen more intuitive for players to use.

  • I wanted to make sure the player knew when they could continue and make sure they didn't get confused by the options available.

  • To do this, I added and changed the states of the buttons based on the surrounding stats. The buttons that modified a stat only activated when they could be changed appropriately and the final confirm only unlocked once all stats were spent.

Buttons Polish

  • One concern brought up by the team was communicating that these two elements were buttons to continue.

  • To help, I suggested and added the glowing spinning sparkles to them!

  • The added brightness and movement helped draw the players attention and helped communicate it was intractable.

  • In addition, it felt to add some charm to the UI as a whole.
Dialogue Buttons.PNG

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Waiter.PNG

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Background Waiter

  • I was concerned that the game would feel stale during certain moments. There was smoke added to candles but I felt more could be done.

  • To add some extra movement and charm, I recommended we add a silhouette of a waiter that passed the background every few seconds.

  • After receiving the sprite from an artist, I used the Unity animator to animate going in both directions at randomized intervals.

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