Platform: PC
Developed: February- April 2024
Role: Sole Developer
The intent of Project Jellico was to create a narratively driven game that allowed me to experiment with writing multiple characters and longer dialog scenes.
Project Jellico's gameplay was broken in a number of different encounters. Most of these encounters were combat based. The player would arrive at a location, have a short dialogue scene play where they decided the positioning of their ships. Combat was turned based, with the player moving and attacking with their own ships before the enemy force did the same. The rest of the encounters were dialogue based, where the player would meet up with the rest of the friendly ships in the system to get new orders. During this time the player could also talk to their crew to get their input on what was going on so far.
Project Jellico's narrative is relatively simple, with the player being given a string of tasks to complete. However, I used the dialogue to expand upon the base narrative. Characters are given time to bounce off each other and expand on some of the worlds ideas and themes.
I also use dialogue to allow the player to make decisions about upcoming battles, this main effects the starting position of their ships. This is framed to give the player the feeling that they are a real starship captain giving out commands to their subordinates.
My writing in this project is somewhat "jargon heavy" with mentions of different mechanics specific to the game's world. This has the draw back of making some writing a little hard to follow, but it does make the dialogue slightly more immersive as characters talk to the player as if they are a member of the crew, rather than a player playing the game.
The original pitch for this project was of a significantly greater technical and narrative scope than the final result. The cause of this was mainly that I under estimated how easy it was to work with RPGmaker as a platform. I also overestimated how much time I would have to work on the project, considering my work for other classes. However a degree of the less then expected final product was due to cases of poor time management and my own lack of technical and narrative skills.
In the end, my goal became less making a complete game but instead to use the whole project as an opportunity to practice more character driven stories and dialogue. With this in mind, I can probably call the project a relative success. I definetly feel like I have gotten better at writing dialogue and thinking about plot structure and character goals.
I consider the final build of Project Jellico to be a sort of demo for what a full version of the game would be. It shows off the main characters and how they interact with each other. It shows the basic plot that a full game will follow. It shows how the narrative fits in with combat, and how that combat may work. It is not perfect, nor necessarily of the highest quality, but it shows some of what I can do.
Worldbuilding Document
Character Document
Plot Overview Document