PROJECT 4 (PAIR)
Gone Home
This was the pair project of the course, and it was meant to test two things: interactables, and moving between rooms and scenes. The game needed an entry room, two side rooms, and a final room that stays locked until the player completes interactions in both side rooms, with at least four types of interaction and 20 points of interaction across the whole game.
The story is that you play as a ghost exploring a tomb where you believe your body is buried. Throughout your search you run into quippy, sarcastic skulls, either lying around or hidden inside coffins, that you can talk to as you go. After pulling a lever to get into the tomb, the player has to search the coffins in the main hallway to find the levers that unlock the two side rooms. The room on the left has orbs scattered around and hidden in coffins, while the room on the right has a simple wall switch puzzle the player has to solve, with a hint on the wall and a little help from one of the skulls, to reach the rest of the orbs. Once the player has collected all 10 orbs and solved the puzzle, the final room at the end of the hall opens, and inside is a single coffin with no body in it, ending the game with the ghost never finding what they came for.
For this project, my partner Dawson focused more on the programming side, while I focused on the art and structure of the game, laying out the rooms and tilemaps and making most of the art. The exceptions were the ghost player character, which I downloaded off itch.io, the skulls, which my partner added, and the music, which is “The Cave” from Super Castlevania IV, though it’s swapped out in the itch.io build since it’s copyrighted. I also worked on some of the interactables myself, and wrote some of the skulls’ dialogue, which is where most of the story and humor comes from.
What I learned: How splitting a game between an art and design side and a programming side works in practice, and how much the layout of a room can push the player toward where they need to go next.