Cafe Echoes


Multiplayer Interactive Story Game (PC)





Game Summary


Family, love, resentment...
Youth - would you have done it differently?

Café Echoes is a local multiplayer story-based 3D game set in a café where two estranged sisters, Zoe and Mia, reunite for the first time in years. Their catch-up takes them back to when they were younger, finally processing the events that led to their division.

In this co-op game, both players are given multiple options to explore and alter the past and outcome of each memory.
But remembering the finer details gets difficult, so it's up to both of you to reconcile the realities of past mistakes. In this dialogue of trauma, conflict and communication, it's your choice to explore their resolution.



Role:

Game Director Game Designer Technical Designer Progammer

Contribution:

  • Led a team of collaborators from other disciplines to design and develop a narrative two-player local coop game.
  • Developed and implemented all gameplay systems and mechanics and cutscenes.


Tools Used:

Unity 3D C# Maya Photoshop Illustrator Plastic SCM  Notion


Project Duration:

3 months





Development


Multiplayer Integration Using Unity’s New Input System

During implementation , I faced challenges due to poor documentation of Unity's new input system.  The game requires  2 different character prefabs to be spawned on join event depending of which sister is selected, but the PlayerInputManager allows only one Prefab in PlayerPrefab.

My Solution:
  • Wrote custom C# script to handle spawning different player prefabs on join events.

  • Attached script to empty "PlayerInput" object set as PlayerPrefab in Input Manager.

This workaround enables spawning unique player models in multiplayer.





Switching Control Schemes Based On Character-Player States


As the game uses turn-based multiplayer with only one active player at a time, while the other is observing, I created a character state system that allows for action map switching. It allows passive/observer players to pause the game if needed or engage with interruption QTEs while the active player is engaging in the main gameplay.



Branching Narrative Dialogue System with Audio and Subtitle Integration


  • Players are presented with multiple dialogue options during conversations, each choice influencing the tone and direction of the narrative.

  • The choices made in the conversations have a tangible impact on the storyline, altering the sisters' perceptions of each other and their perceptions of the events that led to their estrangement.

  • Utilizes an adaptable custom system that allows for subtitle and audio synchronization.

  • System uses Unity events to enable dialogue choices.



Interruption Mechanic

  • Quick-time events allow observing players to dynamically interrupt conversations, adding realism to gameplay.

  • Interruptions reflect unpredictable nature of real conversations.

  • Haptic feedback identifies interrupting player.

  • Countdown SFX and animated UI create urgency and focus attention on QTE.



Cutscene and animation implementation


I have implemented  a number of cutscenes using Unity’s Timeline and Cinemachine. For animation of the characters, VFX and UI I have outsourced assets from Mixamo as well as created cutsom animations in Maya.

I have consulted with VFX artists and cinematographers from the film school to ensure the quality of the graphics.




UI  Implementation



To make the game more accessible for players that might not be familiar with the genre or games in general, the UI is designed to be clean, readable and minimal in style.  

To help the player identify which character is which, the dialogue and all character specific UI is colour coded.





EGX 2023

Cafe Echoes has recieved many positive reviews and feedback during showcase at EGX in October 2023.

Last October I had the opportunity to showcase my game over four days at EGX in London ExCel, allowing me to playtest it with a diverse range of players and demographics. This incredible experience gave me the chance to observe firsthand how each player interacted with the game, and what they took away from the story and the overall experience.

I conducted interviews with over 30 players, gathering invaluable insights into the multiplayer interactive fiction genre. I asked them about their enjoyment of the experience and recieved feedback on potential additions or changes to enhance it further. The responses were extremely insightful and provided me with new ideas and direction for refining the game before its commercial release
in the  future.

 
Full Playthrough Video