CONTRIBUTION

PROGRAMMER

ENGINE

Unity

LANGUAGE

C#

TYPE

COLLEGE PROJECT

Working with Fungus

Since the team decided it was best to tell the story in a visual genre, we decided it was best to use Fungus, which is an open source tool that provides a robust dialogue system and character portraits.

I was able to pick up Fungus relatively quickly and was able to start manipulating the tool to the needs of the project, such as changing the layout of the default dialogue box, changing font size, changing the dialogue box background, etc.

Since Fungus is a visual scripting tool, there are a ton of nodes (called Commands) that prove to be useful during development. There were also some variables I created that I needed to change using the "Change Variable" node would make the exisitng tree very long and tedious to deal with. Thankfully, Fungus allows users to create their own Commands in C#, and so I created a bunch for certain aspects in the project that I needed to keep referencing (such as changing the Academic, Mental Health, and Money values).

Collaborating with Others

This project allowed to collaborate with others for an extended period of time (2 semester) which at the time was the longest I would be undertaking a project like this.

I learned how to function in a team, how communicate requirements across different disciplines, and since it was a small team of game designers as well, how to participate in discussions respectfully and how to critizing points and provide feedback.

Even though this experience was short lived compared to the length of an AAA or even indie team would spend together, I think I still learned some valuable experiences about collaborations and I was able to transfer some of these skills into capstone.

UI Design and Iterations

The UI of One Month at a Time has gone through multiple iterations, with each iteration addressing a problem with the previous version. Most of these iterations worked to improve the readibility of the icons so players can recognize what each bar meant without having the need to TELL the players directly and clogging up the screen with more text.

One iteration of the UI introduced visual feedback by highlighting which bars would be affected when the player hovers over an option. This allowed players to gain an informed decision on what their choice affects. This was later polished by adding fades ins/outs to the colour and deeper saturation if the option affected the resource greatly.

Below, you'll see the multiple iterations the UI design has underwent and the intent of each iteration that the solution tried to address.