Final Melody is an RPG taking inspiration from classics like Mother and Pokemon. My goal was to learn to create important systems that help make games feel complete, while doing my best to support the work of the team's art, design, and audio.
Role: Lead Programmer
Platform: Unity 3D
Work Time: 4 weeks
FEATURES
Dialogue System
Dialogue is central to the game in developing story and narrative. Dialogue can be played in cutscenes automatically, or triggered when interacting with NPC characters. Character portraits can be displayed during dialogue
Choices are supported by the system, and can affect gameplay. For example, at the start of the game, the player is able to choose between a guitar, keytar, or drums and keep it in their inventory.
Inventory & Items & Shop
The player can pick up items, and talk to a shop keeper to purchase new ones. Items can be accessed in a menu. These items can be adapted for a variety of usages.
For example, the player can purchase tracks from the shop and use them to play music, overriding the overworld ambience.
2.5D Style
The game utilizes Unity's 3D assets for the environment and flat 2D sprites for characters to create a unique style. Sprites rotate to face the scene's camera.
Music System
Overworld ambience will switch depending on the player's location and situation. Music will change during battle, return to overworld ambience when finished.
Data Persistence
The player can save their progress at any point in the game and load back their saved session whenever The player can also move between different scenes/areas of the map, and maintain their progress.
Player location and position, inventory, currencies, and important story progression are saved.
CLOSING THOUGHTS
I really wanted to focus on learning to make important gameplay systems that might not take the spotlight over the primary gameplay loop, but are still essential to quality games. I think I took a big leap in this regard.
With this knowledge, I hope to make better and more complete games!