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pain killer

Languages

English (English)

Platforms
MS Windows
Tools and Technologies
Unity
About
The psychotherapist River finds himself ensnared in a series of haunting nightmares. In these pitch-black dreamscapes, he often encounters bizarre scenes— mysterious and ominous voices, slow and haunting, calling out to him, urging him to fulfill his professional duty of alleviating people's inner turmoil within the world of dreams. In an effort to break free from the cycle of negative emotions and return to the real world, River navigates through various nightmares, adopting the persona of the "Pain Killer" to heal the emotional wounds of an unknown patient within each dream. As the boundaries between illusion and reality blur, River gradually realizes that the emotions experienced by these different individuals mirror those he has felt before. Eventually, he discovers that the so-called nightmare adventure is his journey of self-healing.
Technology Notes
Circusyaa:
In our team, my main responsibilities revolve around designing and copywriting. For the designing part, I prepare shared documents and templates in advance, facilitating smoother online discussions of logic once the theme is publicly disclosed. Due to the team members being dispersed across different regions and countries, we tackle the challenge of time zone differences by frequently engaging in online meetings.
 
The narrative design starts with questions such as "How to bring laughter" and "Who wants to laugh," building different negative emotional experiences based on the protagonist's life stages as a child, student, adult, and elderly person. This process reflects the journey of achieving self-healing through coexisting with emotions. My previous experience in copywriting primarily focused on long-form stories and narrative-driven game themes, making this the first attempt to merge copywriting with a card game.
 
To provide high-quality script within a limited timeframe, I streamlined descriptions such as environment and characters' appearances. Also, I employed concise sentences to depict the characters' mental states. The character design includes the main controller and four representative characters reflecting different life periods. Detailed characteristics, expressions, and dynamic changes in their movements were described for artistic reference. Efforts were made to seamlessly integrate character settings with the gameplay.
 
The script is available in both English and Chinese versions, with the English version being written within the constraints of non-native speakers in a limited time. Additionally, for a smoother reading experience for players, I referred to literary classic short stories for the design of sentence structure, vocabulary, and rhythm.

Qdy:
In the team, I am primarily responsible for the design of the battle process, card narratives, effects, and numerical values. When designing the battle process and card effects, I actively searched through a large number of card games to quickly provide design plans for my teammates within the limited time. I incorporated elements from various card games into our battle design. Due to the significant difference in the background of game characters compared to mainstream card games, the design of card narratives also requires a highly creative approach. In addition, to provide a numerical design draft before the card logic is programmed, I conducted a simple round simulation by hand, ensuring that the values can adapt to the envisioned pace of the battle.

WhiteDove:
As the sole programmer in the team, I chose the challenging gameplay of card games. The difficulty in programming card games lies in effectively managing the creation, storage, retrieval, and destruction of cards, as well as maintaining the consistent state of cards in different areas, including player hands, decks, and discard piles. Faced with these challenges, I needed to find efficient data structures and algorithms to ensure the performance and player experience of the game. Another very challenging part was to build a Galgame-like dialogue system to interpret and present the story text. In this competition, out of consideration for local conditions, I decided to write a complete set of system framework based on Unity engine using C# scripting language to complete the function implementation, rather than looking for similar function implementation online to improve. In the process, I made the task very difficult, but I also gained a lot of development experience. My work is crucial, as the programming of card game mechanics directly influences the smoothness and playability of the game. It can be said that all the code content in the game is written by me, which makes me very proud.

zcc:
I am in charge of the art project within the team, collaborating with the teachers responsible for planning, programming, and art to discuss and execute the visual aspects. I create illustrations based on the emotional changes of the characters, crafting scenes with diverse color atmospheres. Additionally, I collaborate with the teacher in charge of character design to fine-tune the composition. As the game falls under the card genre, when illustrating the card faces, I distill the intended meanings and design patterns that effectively convey the essence of the card content.
Installation Instructions
1. Download PainKillerV3.0.1.zip
2. Extract PainKillerV3.0.1.zip
3. Run PainKiller.exe