Alice Through the Fey RealmIsometric Narrative Adventure
Alice Through the Fey Realm is an enchanting isometric narrative
adventure that thrusts you into the shoes of Alice. A compelling
adventure unfolds as you awaken in the mysterious Fey Realm and
embark on a quest to discover the key to your journey home.
This project goes through all 4 stages of developing a game:
concepting, pre-production, production, and release. My team and I
were given a brief that we had to follow, which included the
genre, game features, art style, and other constraints. The team
was formed from designers (8) and programmers (3) for the first 2
stages, while artists (8) joined for the rest. I worked on a main
feature, the dice rolling, which you can read about more below.
Challenges
Control Over Dice Roll Results
Our main reference game is Disco Elysium, where the players have
no control over dice rolls. Alongside the system design team, I
decided to prototype a physical dice rolling system with Yahtzee
influences that would allow players to have more control over
their dice rolls. Through playtesting, we validated that players
prefer this version over leaving it all up to chance.
Cutting The Skill System & Adding Equipment Effects
At first, we had a skill system planned, which had to be cut due
to scope. The equipment was supposed to give the player a boost
for particular skills, like in Disco Elysium. However, after
scrapping the skill system, we decided to repurpose the
equipment to have an effect on dice rolling directly. I have now
implemented 10 different equipment effects.
MY CONTRIBUTIONS
This project page isunfinisheddue to the game beingin progress!
Dice Rolling System
The dice rolling system, influenced by Yahtzee and Disco
Elysium, features defined and undefined winning conditions. It
uses physical dice and item effects for player control, with
items influencing rolls. The system includes a dice manager
component attached to the game mode blueprint and a separate
dice blueprint for rolling and showcasing. The UI allows
players to use equipped items affecting dice rolls. Below you
can see a flowchart breaking down this system.
Dice Rolling System Flowchart
Dice Manager Event Graph
Equipment Effects
To give players an advantage against tougher win conditions,
we introduced effects to modify dice values. These effects
include increasing a dice's value by 1, rerolling, or
setting specific numbers. Equipped items from the player's
inventory were linked to these effects in the dice
blueprint. I created equipment slots to display equipped
items, usable once per dice roll mini-game. This feature
significantly helps players in meeting difficult conditions
like achieving 5 of a kind or a large street (5 in a row),
as well as in ensuring victory with a final roll.
Equipment System In-Game
Equipment Example: Turn All Dice Into X
Dice Blueprint
As previously mentioned, the dice blueprint features many
functions that control what happens at any point of the
mini-game. They start out by getting spawned at a specific
location, then they get a small impulse in a random
direction so they look more like they are rolling instead of
falling. After they finish falling and stop moving, the On
Sleep event gets triggered, telling the dice manager to
verify if the win condition has been met. Based on this, the
players can choose to either lock in specific dice and
reroll the remaining ones.
Dice In-Game
Dice Event Graph
Dice Rolling UI
The UI includes essential elements such as win conditions,
game state indication, equipment slots, and a reroll
button, along with instructional details. It's designed to
be fully compatible with controllers and includes dice
highlighting and selection through invisible buttons
linked to each die.
Equipment slots dynamically display information from the
player's inventory, showing the effect that is has once
used. Win conditions are presented clearly, adapting to
the specific parameters set by the mission design team.
For instance, if the condition is a full house with two 5s
and three 6s, the text reflects this precisely.
As a next step, we are working on the introduction to this
system for new players, focusing on UX.
Dice UI In-Game
Evolution of Dice Roll UI Layout
Dice UI (Widget) Event Graph
ACHIEVEMENTS
Developing this system was a crucial task for the game,
representing a significant challenge and opportunity for
creativity. By taking the approach of logical implementation
for every win condition and effect, I was able to get creative
and quickly prototype any new ideas. Collaborating with
artists and programmers on both the user interface and the
dice rolling system expanded my experience, while playtesting
provided valuable insights for improving win conditions and
item effects.
I was able to learn how the production of a game goes from
start to end, going through all the processes and ending with
a Steam release for the first time.