Inner Colors

Women Game Jam 2020 Submission

Together Even Apart


My Role

I worked as the Game Designer and Main Programmer.
My main tasks were:

  • Define the game's concept, main idea and main mechanics based on the jam's theme.
  • Design the level layout
  • Implement via C# code and in-Engine integration all the mechanics in Unity 3D
  • Compile and publish the result.


The Game

UNITY 3D / C#

TECHNOLOGY

1

TEAM SIZE

10

DEV. TIME (DAYS)

WEB

PLATFORM

Features

  • Short story based game.
  • 3D world.
  • Female protagonist.

Goals

  • Deeply represent the theme in a non obvious way.
  • Experiment and learn new tools: FMOD, Yarn Spinner.
  • First attempt at telling a story through a game.

Constraints / Risks

  • 1 week development under a Game Jam structure.
  • Solo developer.
  • No in-house art & sound.
  • Little experience in game dev in general and in narrative games specifically.



Key Design Points

Visual and Musical Difference Between a "Sad" and "Happy" World


Mission: To visually and musically represent the character's mental state.

The game's main concept is to achieve reconnection with your inner child. This needs to be represented in a clear way to show the strong contrast.




Strategy

I organized a brainstorming session with my closest family members to get a lot of ideas for the main mechanics.

Our brainstorming session focused on finding the differences between the outlook a child has and the adult vision of things.

We went back to our own childhood when a little garden could become a huge Kingdom using our imagination.

Putting this concept together with the gray vision a sad person has of the World, the basic mechanic became switching between a colorful world and a gray one.

The colorful vision could only be seen when the "inner child" was connected with the adult character.

A child's world would include:

  • Energetic music.
  • Colorful textures and VFX.
  • Nature SFX.
  • Magical characters and Kingdom related buildings replacing "real life" abandoned locations.

3D Level Design


Mission: Create a 3D World that could support both visions (adult's & child's)

The game's setting is the main character's grandma's house, with a huge terrain full of mysterious places, food for any kid's imagination.


Strategy:

Having no prior practical experience designing levels, it was time to use the skills I've been reading about in level design articles and The Game Design Den's Discord Server.

The main goals for this mission were:

  • To be able to show the player the expected road to follow without being too direct.
  • To support both kinds of landmarks: child's and adult's.

I added landmarks that had to be visible and somewhat attractive even in the adult's point of view. I also encouraged the visit to the first landmark via dialogues.


Dialogue Design





Mission: Write dialogues that can deliver the message and also be entertaining.

Dialogue is a key aspect of the game.


Strategy:

Continuing with the "first time trying something" streak, I tried my first dialogue writing with two goals in mind:

  • Deliver the message: the importance of being together with your inner child even when (temporally) apart.
  • Include some simple jokes or entertaining beats to encourage reading them.

I made sure I included some of my own kind of jokes and some fairly ridiculous situations to lighten up the mood.

It was also important to include both ways of reacting to the somewhat supernatural events happening: acceptance and reticence.

After the Jam was finished, we faced another challenge regarding the localization and realized some of the design decisions could have considered the eventual translation of the texts in order to make this process easier.




Technical Achievements




  • Integrated FMOD with Unity3D for 2D and 3D sound.
  • Integrated Yarn Spinner with Unity3D (using its localization features post jam).
  • Generated a playable build for PC for the first time.
  • Integrated keyboard and controller support including UI navigation.
  • Learned to use the Terrain tools in Unity3D.



Main Takeaways




  • I gained great experience in all sorts of aspects: Unity3D integrations, prototyping and developing a new game (very different from the one that had kept me busy for the prior 2 years), building for PC and creating a story based game with a message to deliver.
  • I made my first attempts at telling a story, writing dialogues and delivering a message. If anything, I learned there is a lot more to discover in this field.
  • It was also a new and exciting experience to watch people play my game until the end, laugh at my jokes and enjoy the overall experience.
  • Inner Colors was part of the Women Game Jam 2020 and it was my first time participating in a Jam.