InterDineMensional (Portfolio Section)

InterDineMensional is a Visual novel in which the player plays Graciana, a server at a diner in the middle of space. The plot of the game is told by the various characters the player meets throughout their playthrough. Every time the player serves a customer, the player gets to play a minigame in which the player does a simple task to gain or lose affection or gain a mysterious chaos point. Depending on how many chaos points the player has, and how much affection the player has, each character has 3 endings the player can achieve, including the big boss O'ryan, who is the end boss, and depending on the endings the player gets with other characters, the game will end in one of three ways.

InterDineMensional development

This was my final semester at Fitchburg State University. During this semester I worked with four other students to make this capstone project. We worked in the FSU Game Studio, which is essentially a professional game studio. The five of us worked together to make this visual novel with minigames incorporated. 


During this semester we decided to use a dialogue system called Inky, I used the premade unity integration as a starting point and made a fully functioning visual novel dialogue system. 


GitHub Repo            Itch page link

My role

I was the only programmer on the team, and because of this it was my job to program everything, make the implementation of assets easy for artists and writers, and help with implementation, prototype, debug, and build the final product.

Dialogue system (front end)

Dialogue system (behind the scenes)

Using Inky allows for a lot of freedom when integrated properly. I fine-tuned a lot of the implementation to make it as easy as possible for writers to call variables, adjust their value, and call code through the use of tags.*


There were plenty of intricacies when it came to the programming of this new dialogue system. My main goal was to make it so the writers could write in Inky, and easily implement different tags and variables to call different logic in the game's code. Including changing conversations and calling minigames. 


*list of Variables and Tags written for writers to use 

Minigames

I created two minigames to go with the story and tasks you had to complete to progress the story, different levels are called based on how far you are into that character's story:

Hindsight and feedback

The classic saying "Hindsight is 20/20" certainly applies here. There were many mistakes myself and my team made during development, here are a few things I would have changed about the production of this game if I could go back, and why.


The whole point of this project was to learn how to work in a professional setting, so of course there were mistakes. The important thing is that I was able to accomplish something impressive, and I was able to learn from my mistakes in a safe environment.