Melodramatica

Project Duration: 32 Weeks
Release: Steam
Noteability: Dutch Game Awards Nominee - Best Student Game

Created Using:

Main Roles and Responsibilities

Gameplay &
System Designer

Responsible for key game mechanics, features and main systems used in the final product.

Technical Implimentation

Responsible for implementing features and key systems into prototypes and the final product

Playtesting & QA

Responsible for gathering and analyzing data used to iterate player flow, challenge, difficulty and initial values.

Co-Design Lead
& Vision Holder

Key member in helping manage the design division, resolve conflicts and maintain/plan the creative direction of the project.

Project Description

A casual, third person, roster management game where players have a set number of days to train a small group of thespians to perform specialized roles in a variety of plays. Secure the nessisary costumes and staging, while mitigating drama among the actors to earn a five star rating!

Project Duration: 32 Weeks

Gameplay Mechanics

Concepting, initial research and designing of main game mechanics.
- Actor Training
- Actor Working
- Buying Costumes and Staging
- Player Crafting and Fatigue
Design of Key Systems
- Conflict System
- Crafting System
- Clothing and Staging System
- Star Scoring System
- Reward System
- Quest System
- Dynamic Difficulty Scaling System
Concepting, Prototyping and Implimentation of Game's Camera UX
Overall playtesting and data analysis.

Development Design

Implimentation of major key systems, including but not limited to:

- Show Star Score Calculation
(What factors go into the score. How much weight each factor carries)

- Dynamic Difficulty Balancing System
(Adjusts progression difficulty based on player's skills)

- Reward Distribution System
(When does the player get rewarded and how much?)
‍Implimented key features including but not limited to:
- Paperwork Mechanic
- Play Promotion Mechanic
- Quest System
- Show Reroll
- UI Tweaks and Fixes
Design and implimentation of cheat codes used for balancing, testing and debugging.
- Skip Quests Cheat
- Add Talents Cheats
- Add Money Cheat
- Reveal Show Stats Cheat
Implimentation of game's tutorial prompts‍ and additional various bug fixes

Balancing

Organizing and monitoring internal and external playtesting session with developers and players.

AB Testing utilized for different player types. Consistant analysis of data and itteration based on conclusions.

Creating a dynamic balancing sheet using Javascript and Google Sheets that automatically updates and displays numerous values/earnings as essential values were altered.

Responsible for all initial and final values used in game, ranging from:
   - Initial Actor Stats
   - Initial Show Requirements
   - Talent Gains
   - Conflict Buffs/Debuffs
   - Conflict Probability
   - Individual Actor Preference Probabilities
   - Random Events Probabilities
   - Rewards from Show, Work and Quests.
   - Cost of Clothing, Staging and Reroll Incrimentations.

Designed Dynamic Difficulty Scaling System
   - Based on player's previous, collective scores.
   - Ensuring every new show is achieveable, yet still challanges the player, regardless of their skill level or what aspects of the show they prioritize.

- Determined logic and values for this system.

- Impleminted within final product.