Hard Served

Hard Served is a point and click narrative-driven story game that was built in Unity 2018.  You play as an ice cream salesman who goes to different locations to sell his product of ice cream, and possibly spiked ice cream too, to many different kinds of people. These customers could be anyone from undercover cops, who will arrest you, kids, who probably only want ice cream, drunks, who may bring the attention of all kinds to your business, and just normal people, some of whom will come for ice cream and others will come for the special products. Who you sell to and what you sell them is up to you.Your actions could lead you to be a savvy businessman or rot away in jail.

Hard Served is a game prototype that was developed in five weeks by a team of four for a game design class at Drexel University.  The game involves a branching narrative that will change based off of the decisions you make and how well you play.  The mechanics and game loop of the game are rather simple and are comparable to Papers Please.  Each day begins with the player choosing which of the six local neighborhoods they would like to work at for the day.  Each district has different slang and preferences. Throughout the day, customers will come up to the window of the truck and give a broad description of what they would like to order.  From there, the player looks at the local brochure for the district and interprets the order. They then click and drag the ice cream type, cone type, and possible alcohol type that the customer wants into the assembly station, then drags it to the customer.

A player can complete the entire game without selling alcohol, but they will make considerably less money this way, which makes it harder to achieve a good ending, and makes it easier for the player to lose via a random event.

I was lead developer on this project, and coded the entirety of the game in C# using Unity 2018.  My responsibilities and accomplishments included:

  • Importing all art assets into Unity and integrating them into the code
  • Coding customer preferences and reactions
    • Each individual customer type inherited from a general Customer class
  • Implementing all audio clips and music to the game
  • Scripting an overarching game manager singleton to manage player stats such as money, district pressure, and days left
  • Fixing all found bugs and changing code based off of playtester feedback
  • Adding all the different menus

I also created the script for the narrative of the game, which was then implemented by the art team.  The best example of this is definitely in the opening cut-scene, which was well received by everyone.

 

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