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GET LUCKY

GMTK Game Jam 2022 [Roll of the Die]
48 Hours | July 2022

Get-Lucky-Cover.png

Summary

    Get Lucky is a graphic novel dating sim where the player attempts to persuade Lady Luck to let you pay for dinner. I was one of nine developers and acted as one of the two programmers. This Game Jam was only 48 hours.

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    Working with one other programmer, we each developed half the systems for the game and worked together at the end to link the two halves together.

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    My primary accomplishment was the dialogue system. The structure was easy to implement without sacrificing functionality. In addition, I streamlined the dialogue pipeline that saved valuable time for the writing.

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    Out of 6,147 entries, Get Lucky was ranked #407 overall and #163 in presentation!

Dialogue State Diagram

  • Once the game loop was decided, I got to work and drew diagrams for the game.

  • Having these diagrams while implementing the system ensured that they'd worked the first time and maximized our development time.

  • This state diagram mapped out what goals were needed from the system and how player input would be handled.

  • This also doubled for planning out how the UI flow would work.

Dialogue Manager State Diagram.PNG

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Dialogue Manager Diagram.PNG

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Dialogue Manager

  • Having a well thought out manager and data structure for the dialogue was essential to completing the game in time.

  • DialogueOption contained the writing and reaction images options for Lady Luck.
  • DialoguePool held DialogueOptions in groups and would retrieve options when requested. It automatically repopulated itself when empty as well!
  • DialogueManager was the main driver for the system, deciding which pools to use and when.

Auto Dialogue Parsing

  • With such little time, I wanted to ensure our writers had could focus on writing and proof reading without worrying about engine implementation.

  • I created a tool that would take in dialogue that automatically broke the text into 'lines' which fit inside the dialogue box without cutting off words.

  • This allowed out writers to quickly import their writing into one spot without worry of the dialogue being too long for the system to handle. We estimated that it saved 8 hours of testing and bug fixing in a 48 hour project.

  • As it was compartmentalized, it was easy to add functionality such as changing text color based on the character speaking.
Prep Dialogue Function.PNG

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