Escape From Chat Station
In Escape From Chat Station, you play as an alien forced to live in a world that was not made for you. Unlike most other creatures in the galaxy, your species does not communicate with speech. In order to talk to others, you'll need to use your trusty Universal Chat Machine wrist-mounted translator device. With it you can type messages to people you meet, and read what they say back to you.
Studio: Allow Games (Solo Project)
Shipped: July 2023
Platform: PC
Engine: Unity
Role: Designer, Writer & Programmer
Team Size: 1
Duration: 1 Month
Chat Station was inspired by the keyword-typing NPC interactions in games like Everquest and Façade. I wanted to create an intelligent chat system that could respond to a large range of player input without depending on unreliable AI/LLM chat integrations.
The player can initiate dialogue with any NPC, and is able to type anything as a message to that character. The systems I wrote can parse the words entered by the player, checks them against a dictionary, and responds with a linked prompt phrases that is unique to that character. Combined with persistent character disposition and dialogue progression tracking systems, I was able to create a robust quest system to drive gameplay.
Over the course of developing the game, I decided to focus on design and programming, and source the assets for the character and environment meshes. While looking for assets I could use for NPCs, I found a pack of rigged character models featuring several animals with large cartoon eyes. Their blank default expressions were very creepy to me, and I decided to use them and lean into the unsettling aspects to create a psychological horror game. I was already interested in creating a world with benign hostility towards the player, and I landed on theming the game around “neurodivergent horror.” This design choice informed how I wrote the dialogue responses, as well as how I designed the environment and planned quest lines.
Additionally, I created an inventory system for storing and retrieving items from a “Quantum Suitcase” using 3d models to represent stored inventory slots. This intentionally added more friction to interacting with item storage as a way to heighten tension and simulate the experience of having to dig through your bag at the airport.