03 / Devlog, Feb 19 '21: postmortem


GitHub: https://github.com/nebulousmango/When-Yema-Unspooled

Document references:

  • Game design doc: link
  • Narrative document: link
  • Flowcharts: link

Things that could've been done differently:

  • Using a tool like Fungus would've made scene management more efficient. I ended up making a separate scene for each new page that a button click opened, and duplicating and then editing scenes to avoid starting from scratch each time.
  • No audio manager scripts: I used audio source objects in each scene and manually set which clip played as background audio.
  • Problems with narrative structure: I started off with a vague idea about how to structure passages in the branching narrative (passages meaning separate pages of text), and only realised midway through the project that some intended mechanics couldn't be implemented as easily:
    • The inventory system, which involves the player collecting pendants during the story. This was eventually handled by setting boolean values to true if the player passed either of two specific scenes. These bools were later used by another EndingManager script which decided which of the three endings the player saw.
    • The backtracking system, which allows the player to return to previous passages. This mechanic became easier to manage after I made a flowchart to document where each button click took you. In the final version, the player should be able to backtrack and play various versions of the game without having to restart.

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