The Old Manchestor Place
Completed: In progress! Started in 2019.
Genre: Turn-Based RPG
Description: A game that's like if Wario Ware was a turn-based RPG with a comedic story about a bunch of high schoolers facing their own mortality
- All attacks in the in-game battles are represented by Wario-Ware style minigames
- Play as a disillusioned high school student
- This project is much bigger than any project I've worked on in the past
- Characters get tired when players use them often enough
- Lead Developer
- Co-Executive Producer
I've been working on this game as a part of Anxious Oak Studios, an indie studio I co-founded that I work on in my free time.
As a designer, I've been doing work on leading the game in a direction that follows a premise that's easy to communicate and quickly enticing to potential players, which will hopefully result in exposure and profits later on.
The game features many turn-based where the protagonists face off against various monsters, but each of the protagonists' fight moves has its own minigame, which I'm currently designing. My main strategies have been to design minigames that feel directly related to the fight moves they represent, carry the humorous tone of the game, and can be varied enough to be played many times. I've also been working to design the overall game in a way that encourages players to play as many different characters throughout the game, thus creating a more varied experience.
I've also developed all the code for the battles within the game, which I did in a very modular way, so as to better organize all the different events that make up a battle and arrange them in such a way that we could add/subtract events if we decide that's a good design decision down the road.
The other main thing I've been developing so far is the narrative system, which is quite important, since the game has a nonlinear narrative, and we want the game to be able to recall choices players have made at any given point in the game. Thus, I created a system that links together various blocks of dialogue and can easily save data based on what has been said and done by the different characters in game. I also created an interface for this dialogue system that can be easily manipulated and used by writers on the team without technical background, as explained in a 15-page, color-coded document I made explaining every aspect of the system they would need to know, including naming conventions, complete with example problems of every major task, so as to communicate most effectively how to use the system.