Dialogue Tooling
I extended an open-source node-based dialogue editor with custom node types and workflows that let the team author branching conversations with speaker, listener, side, choice, and state data.
Custom dialogue tooling and production delivery case study
A one-month team jam visual novel and cafe management game where I joined in week 2 and delivered most of the final codebase.
Carolina's Café Colombiane combines visual novel structure with relationship tracking and cafe minigames. The project is a strong production reliability example because I joined after the jam had already started and helped move the team from reduced developer capacity to a finished release.
I delivered the majority of the final codebase, including dialogue tooling, state tracking, game progression, UI navigation, encounter sequencing, randomized character appearances, and two restaurant minigames.
I extended an open-source node-based dialogue editor with custom node types and workflows that let the team author branching conversations with speaker, listener, side, choice, and state data.
I built the dialogue framework for player-choice persistence, NPC relations, speaker/listener state, and branching paths so relationship and story state could carry across encounters.
I implemented day transitions, encounter sequencing, randomized character appearances, and the supporting menu/navigation flow needed to connect narrative and cafe play.
I built the ingredient-catching physics minigame and coffee-pouring minigame, using events to keep minigame components decoupled from broader game state.
Carolina's Café Colombiane shows team support under pressure: custom tools, state-heavy gameplay, UI flow, and production execution after joining midstream.