EPIC-WE Cultural Game Jam #04

A Conquista

I programmed movement and dialogue for our six-person jam game set in Óbidos. I wired the dialogue and events in order so the player could build relationships, get inside the town and work towards opening its doors.

Role
Programmer, credited as “Crafter”
Context
  • EPIC-WE Cultural Game Jam #04
  • six-person team
Period
2025
Status
Released downloadable build
  • Unity
  • Dialogue systems
  • Rapid prototyping
A Conquista gameplay showing the player exploring Óbidos during a dialogue encounter
Dialogue-driven exploration in the jam build. I programmed movement, dialogue and event sequencing. Teammates supplied story, art and audio.

My role

A Conquista was created for EPIC-WE Cultural Game Jam #04 around Óbidos history and legend. The player must enter the occupied town, build relationships, and find a way to open its doors.

Role: Programmer, publicly credited as “Crafter” for the released jam build.

My contribution

  • Implemented movement and box-collider boundaries for the jam level.
  • Programmed the dialogue system used by the team’s story content.
  • Connected ordered dialogue and game events into the progression toward entering Óbidos and opening its doors.

Design decisions

Heritage through player choice
The team framed local history through relationships and decisions rather than treating the location as decoration.

What was hard

Turning research and a cultural theme into a scoped jam entry.
The team focused the experience on one clear objective: get inside Óbidos and open its doors without raising suspicion.

Outcome and evidence

Our six-person team released the playable jam entry, with public credits and development logs. I am credited as the programmer under the name Crafter.

  • The released build and public credits establish delivery and separate programming from the team’s design, story, art and music work.

Team credits

  • The team included separate design, game-master, storytelling, art, and music roles.
  • Narrative, visual art, and audio were created by teammates in their credited roles.

What I learned

Ordered dialogue and events gave the team a route from story material to a playable objective. Keeping those sequences scoped was useful under the jam deadline.