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"Indiecade Lost Phone"

This is the short demo used for the 2017 Indiecade Europe talk: "The Building Blocks of a Lost Phone Game"

How do you design and build a fake phone interface providing all the necessary mechanics of a non-linear narrative investigation game? Diane Landais and Miryam Houali will build with you a very simple "lost phone" game (almost) from scratch, using Unity, some basic tools, and the practical feedback from their previous game A Normal Lost Phone.

In this 30 min presentation, we started from an empty Unity project and proceeded to add some key elements that made the game work as a standalone "Lost Phone" game inspired by our two games, A Normal Lost Phone and Another Lost Phone. The performance was accompanied by some detailed explanation on a few key points, in order to help understand our thought process, architectural choices, and how they could be adapted to other games. The slides (and comments, remember to enable the speaker notes!) are available over here.

This project is far from being optimized or production-ready, and should be considered in the context of the talk it was made for.

Uses Unity v5.6.3f1, though most of the code should work on v5.5 upwards (?).

Features

  • Canvas parameters and UI components to work with common smartphones aspect ratios
  • Home, Messages and Weather "fake" apps
  • Loading dynamic content from a CSV file
  • Popup notification
  • Unlocking some content in reaction to ingame events

About

Learn more about Accidental Queens and the Lost Phone games.

The fgCSVReader.cs script comes from frozax's C# CSV Reader.

The repository includes icons from Google's Material Design project.

Thanks to gaeel for the help with the stupid live setup that we had to come up with for the talk.

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Short demo used for the 2017 Indiecade Europe talk: "The Building Blocks of a Lost Phone Game"

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