31 July 2019 – 9 September 2019
Engine: Unity
Language: C#
Your objective: Get info from a notorious casino boss.
With over two dozen unique endings, Decay offers an example of how even simple quests can implement meaningful choice and branching paths in the context of a larger game. This game-moment was a challenge to myself: expand out a simple quest into something really complex. You have many different ways to complete your objective and many more ways that things can go wrong.
My flowchart of every single event and their connections. This screenshot was taken as I was transferring the events into Unity. The green events were the ones I had finished transferring at the time. I figured this quest was mostly an exercise in expanding out a simple quest so why bother keeping it completely serious. I always think it’s fun when games let players pick some really crazy choices, even if it ends poorly. I love games with meaningful choices. These options allow for totally different experiences and very different ways to succeed and fail.