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2D Game Design: Before Dawn

Writer: Emma Cheuk
Emma Cheuk
Nov 4, 2024
3 min read

Updated: Nov 12, 2024

Before Dawn is a 2D platform game developed by our team using the Godot engine. My contributions included designing sound effects, coding the dialogue system and randomising object positions, as well as leading the art direction.


Type

2D Game Design and Development

Year

2019

Skills

Game Design, Programming(GDScript, C++ and C#)

Softwares

Godot, Adobe Photoshop & Illustrator



Project Brief

For this 3-month collaborative project, we were tasked with creating an interactive media piece titled "Portrait" to depict a character. The goal was for users to interact with our project and guess the character’s identity. We had creative freedom to choose any form of interactive media, and our team decided to build an interactive game.


Concept

We chose to represent Santa Claus, inspired by the upcoming holiday season. The game is a house-exploration experience from Santa’s perspective, where users navigate through a 2D environment to uncover clues about his identity.


Development

Using the Godot Engine, we created a 2D house simulation game. This was our first venture into coding and game development, so we faced several challenges, particularly in programming. We overcame these difficulties through extensive peer feedback, which helped us improve user experience with small but crucial details, such as fine-tuning dialogues and player interactions. Numerous iterations and late nights went into refining the gameplay.


Reflection

This project was a rewarding introduction to game design, coding, and interactive storytelling, and I am proud of our team’s efforts and the final outcome.


Inspired art style and game direction

Reference to Unity 2D Game: Chopin


Initial ideas and prototype

House layout

House is semi decorated with Christmas elements

  • 1st floor: entrance, corridor, living room, stairs and kitchen

  • 2nd floor: locked parents room, dog, stairs, baby room

  • 3rd floor: kids room (2 kids), study room, stairs to attic

  • attic: key location


Art style 

  • Art style: 2D, dark cool tone to pretend it is a robbery game (robbers usually have a big sack like Santa)

  • Flashlight only shows the room that you are in.


Challenges to player

  • if suspicion meter exceeds, game over

  • dog- increasing suspicious meter

  • floor panels- increasing suspicious meter if walk on them fastly

  • packages x 2

  • locked doors x 2- keys


Task: (will be randomised for replay)

  1. find key

  2. find dog food- cookies (leaving milk and cookies out for Santa Claus)

  3. find kids room

  4. stare at kids

  5. plant the package (Santa’s presents)

  6. Leave the house (after complete tasks)


Dialogues

  1. instruction- welcome text pops up when player enter the game

  2. front door- remind player to not exit the house

  3. dog- inform player how to stop the dog from attacking

  4. cookie- as treats for dog

  5. package- area to plant package

  6. level 3- remind player to observe the house decorations

  7. stare at kids

  8. baby sleeping

  9. escape the house when all tasks complete

  10. fail scene


The dialogue system is a real challenge for me. A lot of signals had to be sent from one node to another across different scenes.


A 2D area is created to be triggered when player encounter it. Then another signal has to link to the dialogue box to let the dialogue box appears. After that, a child node has to be made so the characters would pop up one by one, individually. In additional, a extra signal need to be sent to tell the original dialogue box to hide a few seconds later(a timer) when the text stop printing. This complicated procedure has to repeat for 10 times for all dialogues to appear smoothly. SADLY…

Final Output


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