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The Tavernkeeper

Project type:        Personal project

Engine used:       Unity

Languages:         C#

The Tavernkeeper is a history-based simulation game where the player controls a Patriot tavernkeeper during the American Revolution. This is based on my research paper on the role of taverns and tavernkeepers during the war. Taverns were often used as meeting places for the armies, and tavernkeepers would act as spies and suppliers. In the game, the player speaks to the patrons to determine whether they are patriots or loyalists, then serves them good or bad food, respectively. Will they help the revolution succeed or be caught by the loyalists?

Design

  • The goal was to make the game entertaining and educational

  • Patrons and conversations are designed based on major events from the war

  • Used real names from history and their known allegiances as clues and to teach about them

  • Each level starts with a date and a title that alludes to a particular historical event that hints towards the patrons' dialogue for that level

  • Every patron has branching dialogues that the player can explore for more information

Level & System Design

  • Separated the locations for good and bad food and drinks

  • Sizable tavern to seat many NPCs, especially for levels during very important war dates

  • Players serve the correct item or lose a point. Patriots receive good food or drinks. Loyalists receive the opposite

  • If patriots receive spoiled provisions or loyalists receive good provisions, players lose a point

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Programming

Character:

  • Started with character controller allowing the player to move in 8 direction and made art in GIMP

  • Animations tied together using a state machine and blend tree

  • Inventory system allowing the player to hold up to 3 items when retrieving food and drinks

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NPCs:

  • The dialogues were created using the Dialogue Editor asset from the Unity store

  • The system of which faction and the item the patrons wanted were tied together

    • The player could serve either good or bad provisions to the patrons regardless of the patron's loyalty​

    • However, serving the wrong one counted against the player and too many mistakes lead to losing

  • After receiving their order, patrons followed a waypoint system to leave the tavern

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