Cosmixology

Tools:
Unity, Visual Studio, Bolt, Inkle, Shader graph, Substance Painter, FMod, GitHub

Roles:
Game Designer, Programmer

Overview

This was a project created with a team of 7 people as studio Balter Games over an 8 month period.
Cosmixology is a humour-heavy dating simulator starring all the planets of our solar system as patrons of a space lounge, where the player works as a bartender-in-training. your roll is to get to know the planets and make drink to their liking.

Over the course of the game, you develop your relationships with these planets, and expand your skills as a bartender with more complex drinks

Design Goals

Humour

Comedic storytelling for a easy-going but engaging experience

Deduction

Extract information from dialogue to inform actions

Agency

Make meaningful choices that change the direction of the story

Process

Making players get invested
from the start of making this, we wanted to make it unique in both story and gameplay.

we created interesting characters with unique backgrounds, added heavily branching dialogue between the player and the planets, and a mini game that would tie into the planets interests so they are able to grow closer.

in doing all this, we hoped that the players could relate closer to at least one of the planets and capture their heart throughout the game

Design Focused
While making the game, it was determined that we would need to focus on making the system as design friendly as possible so that writers can easily test the story and writing they were creating.

this involved directly assigning values in the writing of the story by panel so that if certain branches were reached, the correct values would be used.

Learning the tools
For this game, we had started with a basic need of a dating sim. as we progressed, we wanted to include more interesting elements of gameplay that would use all our team members talents and interests.

this came to needing to use and learn multiple tools. one of my roles in this was trying to make them all work together. getting Inkle, and Bolt to talk to the scripts to be able to output and change values as needed was necessary for all elements to function in sync so we could set values into the Inkle files to be checked in Bolt. as well as finding an easy way to get the Inkle files into unity so writers can add stories they created with ease with the variables they need set

But we wanted to use these tools so that those with limited programming abilities could still adjust and change what they needed and also have an easy way to display and control the test on screen.

Takeaways

As this was one of the teams first larger games, we found the importance of proper documentation of processes, and information and keeping it all up to date. even in smaller teams, losing track of things was very easy.

this also showed how finding the right tools for the work needed was also of importance as some of them ended up being unnecessary and we spent hours trying to make something work when another could do it better and we ended up switching to use that one instead