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Omnipoof Devlog: Hospice for Dogs

A topic by Matt Colón created May 25, 2025 Views: 64 Replies: 2
Viewing posts 1 to 3
Submitted(+1)

Hello!  My name is Matt Colón, and I'll be using this devlog to share what my daughter, Eve, and I are building for CGDC Speedgame: Hardmode 2025.  The theme is "Hope in the Darkness," so we decided to take on a game idea brought up by Matt_SdgGames on the PxlPug Community Discord server about a hospice for dogs.  It provides a space for discussing hope in the midst of grief and loss, but without it being so close to home if the characters were all human.

I am focusing on building the systems and mechanics that we'll need for the game, while Eve focuses on narrative design and art.

Goals

Each game jam I try to learn something new, so this time I wanted to do two things in particular:

  • Learn more about Unity UI (it's still a bit of a mystery to me)
  • Learn how to read in Twine's .twee files for use in dialogue trees

The latter is so that Eve can create dialogue trees for each dog on each day, and we can import their data into C# objects to display the conversation node by node using a dialog box in the UI.  That way we don't have to hard code anything in Unity and can simply read in all the dialogue via .twee files!

Progress

We put our focus on the systems, mechanics, and narrative first to get the foundation laid.  After a little over 24 hours, Eve and I were able to prototype the following:

  • Dialogue for seven dogs that will be in the story across a nurse's five day shift (first draft of the narrative done!)
  • Reading in Twine's .twee files and turning them into C# objects to use in dialogue trees (goal achieved already!)
  • Player movement and interaction with other characters to initiate dialogue
  • Displaying the dialogue node by node with the player choosing which direction to take the conversation, then returning control to the player once the dialogue is over

Here's a clip of the prototype in action!

(1 edit)

"It provides a space for discussing hope in the midst of grief and loss, but without it being so close to home if the characters were all human."

lol brother, this is going to hit close to home regardless.

Loving the sense of humor in the dialogue options and the doggo's responses! Looking forward to this!

Submitted(+1)

We made some good progress today on art, narrative updates, and the dialogue UI!  In particular, the dialogue now shows the face of the dog being talked with and their text is scrollable in the dialogue.  Tomorrow will be a big push to pull it all together, in particular building the map and setting up the scenes for each day of the nurse's shift, so that we have a cohesive experience bringing hope to dogs that are struggling to have any. :)