
Play Sonder here! : https://ldjam.com/events/ludum-dare/48/sonder-a-story
A big part of our game Sonder: A story is time travel , which can get messy really quickly from both a narrative and programmatic perspective.
on this past Friday when were first doing our brainstorm meetings Our basic takeaways were we'd found an emotional thread we wanted to travel along and we wanted to use time and memories as an avenue to go deeper and deeper into a characters past.
In a technical sense what that told me was we needed individual ecosystems, environments, eras, and ultimately I decided on a term " Time Scenes" for the environments which encapsulated certain objects ( I call them selectable tokens such as the pictured clock) which were relevant to our main characters life at different stages of her life.
Basically buckets, buckets of time in which our user could navigate forward or backward ( we hadn't fleshed out the extent of the time travel friday night ).
When we got started Saturday I was a little bit nervous but the two most important parts of our structure from my perspective programmatically were the selectable tokens the users could open, learn more about, and then close , and then having a core resolve function so if those items had a specific affect or ability to move our character forward along the narrative thread we would handle and "resolve" whatever those special implementation circumstances were.
It was actually really simple we had a few different item designations , items which were just normal observable items, items which "teleported", and items which revealed more about the time scenes or other items.
This was my first point and click type game and I'm super happy on a technical level how we handled it , I think if I had to do it all over again the only change I would make is making the object pool a little more flexible, it was relatively easy to add or remove items to each time scene but I feel like with a few more days we could have made a tool that was even more designer friendly to generate a base " Selectable token" item which had a myriad of effects but the system we had in place was good enough that the other software engineer and Technical designer to the project ( Mark Lacroix) was able to handle and adjust the items as needed !
This was such an awesome experience, thanks for reading !