Booking Dreams
Gameplay Programmer for the team "House of Goose", developing the Unity 6 demo game "Booking Dreams".
DARYATALIA GAMESGAME JAMASSOCIATED GAME PROJECTSUNITY ENGINEGAME DESIGNGAME DEVELOPMENT
Darya Talia
7/1/2024
Core Info
Timeline: June 12, 2024 - June 19, 2024
Team: House of Goose: Rebecca Buckle, Delton Hulbert, Anika Verma, Luca Westland, Darya Johnson-Marshall
Platforms: Windows, Mac
Responsibilities: Gameplay Programming, UX Design
Engine and Tools: Unity Engine, Miro, Visual Studio, Google Sheets, GitHub
Notebook System
The Notebook System is an interactive notebook that allows the player to save details they learn about each customer for use in the Itinerary. It can be open in conjunction with the Dialogue System, allowing for players to flip between pages to record trip preferences, interests, and dislikes.
This system allowed me to work closely with the UI/UX system, designing dropdowns and canvases for the player to interact with and providing a low-cost reference point for notes.
What is Booking Dreams?
My Contributions Summary
Booking Dreams is a travel agent simulator inspired by The Stanley Parable and That's Not My Neighbor. The theme of the game follows "Travel" and thematically follows a travel agent as they design travel packages for families and individuals seeking tailored experiences on fixed budgets.
Itinerary (Computer) System
The Itinerary System is an interactive computer that displays a travel booking plan. Players can choose the destination, season, trip packages and day-to-day activities for the customers to enjoy. Each option has values associated with them that factor into the final trip cost. The final trip cost is weighed against the budget, as well as the selected activities and their alignment to the client's wants to give a trip score.
I built the UI/UX for this system and integrated the cost calculations created by Rebecca Buckle into calculating the selections.
Clients and Location Scriptable Objects
Using Unity's scriptable objects, I created flexible classes allowing for the designers to quickly add new client and location details via the Unity Inspector. These classes can be read by the Game Manager and interpreted by the Dialogue, Notebook, and Itinerary systems.