YAKO / 夜行 - Final Game and Development Portfolio

DST61104 Games Development · Final Submission

YAKO

夜行

A PSX-inspired first-person walking narrative about staying awake in a city that has forgotten how to answer.

The night does not solve Yoko. It gives her enough distance to hear herself.
Windows x86_64 Godot 4.6 15-20 minutes Single player English / 中文 / 日本語

01 · Presentation

Game presentation and demonstration

This narrated presentation introduces YAKO's mental-wellness concept, demonstrates the complete player loop, and explains the key systems and design decisions behind the final build.

Suggested chapters: Concept · Core Loop · NPCs · Cigarette · Map Flow · Backroom · Yellow Ducks · Art and Audio · Localization · Dual Endings

02 · Game overview

A small night walk with a long emotional shadow

YAKO is a short first-person narrative exploration game set in a surreal city at night. The player inhabits Yoko, a young runaway moving through five connected districts and one impossible Backroom. Along the way, she can speak with animal strangers, light a cigarette, and collect five yellow ducks that reveal fragments of memory.

There is no combat, score, health bar, timer, or fail state. The journey is designed around observation, optional conversation, and the choice to leave when the player is ready.

The project approaches mental wellness through emotional ambiguity rather than diagnosis. Its themes include isolation, avoidance, distance, and the idea that a person does not need to feel perfectly whole before continuing.

Lecturer-approved platform delivery The assessed game is delivered as a native Windows build, as agreed with the module lecturer. The final project's 3D asset footprint and Forward+ renderer requirements are better served by native delivery than by a browser export.

03 · Player experience

Move slowly. Notice more. Leave when ready.

Orient Walk Notice Choose Listen Interpret Transition

The loop rewards attention rather than mechanical mastery. Every conversation and collectible is optional; reaching the television always completes the journey.

04 · Final features

What the final build contains

Five districts and BackroomFive connected city maps plus an optional impossible room, with fades, location labels, and reciprocal spawn points.
Twenty encountersReusable NPC behaviour supports focus outlines, turn-to-face motion, typewriter dialogue, procedural voices, and repeat conversations.
Cigarette pacing ritualA 15-second visual state moves through ember and smoke stages while reducing movement speed from 6.0 to 3.0.
Five yellow fragmentsOptional yellow ducks reveal memories and control the final secret encounter.
Dual-ending supportYAKO includes a normal ending and a secret all-fragment ending. Both complete the game without being labelled good or bad.
Three-language interfaceMenus and interface support English, Chinese, and Japanese, alongside persistent master-volume settings.

05 · Key visuals

The city at night

06 · Development story

Protecting silence: why we cut the Duck companion

In GDD v0.7, Duck followed the player as a continuous inner voice. Once the larger route and NPC cast became playable, the companion created too many interruptions and competed with the quiet atmosphere.

We removed the persistent companion and retained its emotional role through five optional yellow duck collectibles. This reduced interface load, protected periods of silence, and made memory something the player discovers rather than something the game constantly explains.

The most important iteration was subtractive: removing one feature improved pacing, clarity, and player ownership.

07 · Technical development

Making five maps feel like one journey

Each district is a separate Godot scene, but the player must travel forward and backward without appearing on the wrong side of a gate. SceneManager handles fades and loading, while TravelState records the origin and selects a named reciprocal spawn point.

We repeatedly fixed spawn orientation, trigger placement, collision boundaries, and the one-shot Backroom return state. The result is a route that feels continuous even though it is assembled from independent scenes.

Map 01 ↔ Map 02 ↔ Map 03 ↗ Backroom ↘ ↔ Map 04 ↔ Map 05 → TV Ending

08 · Art and audio

From readable prototype to authored night

The final visual pass unified every district with a 320×240 internal viewport, vertex snapping, dithering, a star-sky shader, cool ambient and moonlight, distance fog, warm emissive windows, and restrained building glow. The goal is not strict PlayStation hardware emulation; it is the feeling of remembering a city through unstable visual detail.

Original music and Suno assistance All main-scene BGM tracks, except the Backroom music, were originally created by the team with Suno as a generative composition tool, then selected, arranged, processed, and integrated for YAKO. The Backroom track is the sole exception and is credited separately in the Asset Manifest.

09 · Conditional finale

Five fragments, two ending variants

Normal ending · 0-4 ducksThe player reaches the television, receives the normal broadcast, and completes the title and credits sequence.
Secret ending · all 5 ducksRonald appears in Map 05 and the television acknowledges every recovered fragment before the shared closing sequence.

The secret route adds recognition, not superiority. Both endings complete the game and neither is labelled as the correct recovery.

10 · UI and accessibility

The interface waits at the edge of attention

YAKO removes conventional HUD elements so the environment remains central. Interactable characters communicate through outline and facing feedback, while dialogue uses high contrast and short typewriter sequences.

The final settings support English, Chinese, and Japanese, together with persistent master-volume control. There are no timed input challenges or failure states.

Current accessibility limits Keyboard and mouse only; no control-remapping menu, text-size slider, head-bob toggle, graphics preset, or full save/resume system. The opening quote is timed and cannot currently be skipped.

11 · Technical highlights

Small game, interconnected systems

  • SceneManager + TravelState: fades, scene loading, origin tracking and reciprocal spawn points.
  • NPCBase: shared interaction range, focus outline, facing, dialogue state, repeat lines and procedural sound.
  • YellowDuckState: five unique collectible IDs and the final completion condition.
  • BackroomState: one-shot branch entry, Caveman conversation gate and correct return.
  • Localization + SettingsState: English, Chinese, Japanese and persistent master volume.
  • BGMPlayer: per-scene music continuity across the complete route.

Final technical profile: Godot 4.6 · Forward+ · Jolt Physics · Direct3D 12 · 320×240 internal viewport · 30 scripts · 35 scenes · Windows x86_64.

12 · Outcome and reflection

A finished route with intentional boundaries

The final game is deliberately small but complete. Its strongest result is the consistency between its mechanics and emotional goal: movement is uncomplicated, conversations are optional, and the secret route offers recognition without turning recovery into a collectible score.

The most valuable production lesson was to judge every feature by the atmosphere it created, not by how much content it added. With more time, we would prioritise control remapping, a motion-comfort toggle, a graphics compatibility preset, wider hardware testing, and a lightweight resume system before expanding the story.

13 · Team and attribution

YellowDuck Studio

Feng Jiaqi (Jacky)Producer / Programmer
Production direction, gameplay code, systems integration, UI, state flow, debugging, technical documentation, and build coordination.
Lim Zhi Yuan (Zee)Map & Art
Map assembly, environment composition, art integration, spatial dressing, visual iteration, and scene presentation.
AI assistance disclosure Generative AI tools assisted brainstorming, small code-block drafting, debugging, localization and documentation wording, music creation with Suno, and design-record consolidation. The team reviewed, adapted, tested, and integrated all submitted material. Individual AI-assisted assets are identified in the Asset Manifest.

Final Windows build

Are you here?

Extract the downloaded archive and run the YAKO executable. Windows 10/11, keyboard and mouse. Content note: melancholic themes and smoking depiction.

[ADD WINDOWS DOWNLOAD URL]

Github: https://github.com/MournfulOx/YAKO_Demo_Godot3D

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