The original idea for the Rube Goldberg Machine is a carnival themed game. This idea stayed within me and my partners mind while building the Rube Goldberg. The steps that were most fun to build where rigging the puller systems within our machine, With the pully mechanics being fun to manipulate. The most difficult machines to build were the wedge and the lever. The problem present with the wedge was the sharpness being set to a fixed number that made it unable to cut when something fell onto it, overcoming this obstacle the wedge served as an odd, shaped incline plane which worked for our machine. Though the problem present with the lever was physics based with there not being enough forced generated when the book fell onto it. In order to overcome this problem manipulating the weight variable was in play by adding a weight above the book that the book would push onto the lever, this weight made it possible for enough force to be generated when dropping onto the lever. Teamwork and role sharing played a large role in completing the project with me and my partner alternating every machine, this gave us adequate break time when switching. The skills from the course used most was placing entities within the scene from the content drawer. I'm most proud of how fluidly our machine works and it being made in a short time frame. Though if more time was present, I would see to that the machine is extended and more moving parts added since there is nothing to truly improve since there is no way to put a leash on chaos.
Explaining this in the most linear way possible, through the first part we have a screw that brings up the ball the tube and then we have an inclined plane that will move the ball forward in the direction we aim it. Then there will be a pulley that will bring up the ball after the inclined planes send it flying down which will bring the ball up and hit a book over. Once the book has fallen it will hit on a wedge and then go onto the wheel and axle and spin the ball around then hitting dominoes right after. Once the dominoes fall the last domino will fall in the pulley machine releasing the item inside of it. Then whatever is inside the pulley machine will have enough force to knock down the book landing on to the lever and sending whatever is on the end of the lever flying in the air and landing into one of the buckets that will then shoot a particle effect. This consists of multiple non machinery items helping our carnival shot consisting of the book at the start, the book at the end, and the buckets at the end even though in some activities it was included inside of the assignments. Everything seems to connect together really well and has reasonable items in their place as the book placement seems reasonably convenient in sorts of the 12 needed steps.
The game I am reviewing is Deepwoken this game is one of the many offered within Roblox. Deepwoken was made by Vows by the Sea now know as Monad Studios. Deepwoken was released to Roblox on December 20th, 2021. What causes Deepwoken to stand out is the sheer amount of builds you are able to make within the game. With different weapon types giving way to starting a builds with there even being weapons that don't require weapon points and run off of attunement, which also dictates what build is made. With being able to choose from six different attunements and being able to use as many of them you choose.
The main mechanics and actions within deepwoken is parrying which is done by using the F key or which ever key it is toggled to. Deepwoken is known for its unique player combat and parrying opponents. With there being extensive amounts of mobs and bosses in deepwoken there are many options to progress builds. After progression bosses are open along with game modes and new layers of the world. The combat within deepwoken is very smooth with the graphics quality being top tier. The quality of life within deepwoken is astounding with the developing team taking the smooth combat and actions very seriously when updating the game. Though sometimes it is taken too seriously and unnecessary changes are added for "quality of life" within the main game. The controls of deepwoken are engaging with learning how to play the game and the combat system keeps players always wanting to get better at combat. Though controls aren't very balanced if the game is accessed on console with the controls being harder since they are originally made for computer players.
The game uses sound effects to demonstrate actions being done. With there being a subtle clash sound whenever a player parries and a different sound effect plays when an entity does an attack that can't be blocked or parried. These sounds affect the pacing of the game with unparryable moves slowing the game down while attacks that can be parried speed the game up since reaction speed comes into play when reacting to it.
The story that is told throughout deepwoken is the great drowning where a part of the world was fully submerged and gods were drowned with them and they are only accessible by going into the depths and that there will be a second great drowning. The themes within deepwoken are interesting since there is great amounts of depth behind the theme and it carries through actions when playing the game. With defeating certain bosses or speaking to village folk dialogue will be given that speaks about the main story and lore within the world of deepwoken.
I would love to play deepwoken again. Deepwoken has so much to offer that other games don't with often updates and balance changes to keep things clean within the game, the thought between every action or change is palpable. There are new things to discover inside of deepwoken with content being added every update along with balance changes to keep the combat smooth and balanced.