-Â CONCEPT TEASER -
-Â CONCEPT TEASER -
Water Engine is a platformer with a focus on speed, inspired by such games as Neon White and Mario Odyssey. In it, you get a little taste of a singular level, introducing you to the mechanics, with the level design focusing on non-linear progression, allowing the player to find creative ways to finish the game faster to beat their own high score.
This game takes place on Oasis, a sunlit world of endless pools. Within its depths, sludge beasts rise to clog and take its splendor. Is it only defense? Engineers, protectors of the water engine. Play as The Engineer, one of its protectors, as you use swing, slide, and unclog its cylinders to defeat the Mother Gunk to restore the pool’s water.
Blueprinting done by me.
Monster designs and models made by me
Materials were gathered from FAB.
MC & enemy materials made by me
PART 1
Brainstorming the gameplay, the 3 Cs, Mechanics, systems, etc
GENRE
3rd Person Puzzle Platformer
STORY
On Oasis, a sunlit world of endless pools, sludge beasts rise from its depths to clog and take its splendor. It's only defense? Engineers, protectors of the water engine. Play as one of these protectors as you use swing, slide, and unclog its cylinders to defeat the Mother Gunk and restore the pool’s water.
-Â THE ENGINEER -
THE PLAYER
-Â GUNK FISH -
ENEMY
-Â MOTHER SLUDGE -
ENEMY
-Â CHARACTER SCALE -
VISUALS MOODBOARD
CONTROLS & MECHANICS
Mechanics
Launch left hand, upon impact, works as a grapple.
Launch right hand, upon impact, works as a swing.
Ground pound on the sludge to clean it.
Movement mode changes if on water or regular pool tiles.
SystemsÂ
The pool surface has little friction, and can only move forward (rotate the body with A & D).
Higher friction on water, can move in all directions, and jump higher.
Ground pounding reduces XYZ momentum to zero, and if airborne, the character dashes downwards.
Health (3 Hearts), take 1 heart of damage from hitting sludge.
LEVEL DESIGN
PART 2
Integration, prototyping, and making models in Maya
EARLY LEVEL DESIGN
EARLY ENGINEER
MAYA 3D MODELING THE CHARACTERS
BASE MECHANICS 1.0
PART 3
Beautiful corner, shader, UI, clear vision of the scope of the project
MODELS & FINAL SHADER PASS
GAMEPLAY & FINAL UI
UI ICONS
GAMEPLAY & UI IMPLEMENTATION
BASE SYSTEM PROGRESS
LAMINATED TACO MENU PLAYER GUIDE
LEVEL DESIGN PROGRESS
PROGRESS LEVEL WALKTHROUGH
PART 4
Final gameplay, final level, reflection, logo & full level walkthrough
FINAL LOGO
FINAL LOGO
LOGO INSPIRATIONS
FINAL LEVEL & GAMEPLAY
FINAL REFLECTION
Design: Starting on this project, I knew I would run into a lot of problems related to physics due to the nature of the mechanics being intertwined with it. And even from the first few weeks, I proved myself right. I ran into a lot of issues that made me fall behind my classmates, as they required a lot of tweaking. Especially with the swing using physics constraints and the falling speed, making the game, which is all about speed, lose its "momentum". Thankfully, I was able to fix these issues by pivoting to giving up the code that was already there and finding other ways to replicate my idea using force and velocity.
Scope: Honestly, when it comes to scope, I think that though I might have overstimated certain things (like thinking I could get someone else to animate my characters or that I could add a lot of sounds), I was able to overall beat my expectations for how much I would be able to complete. I think because I was my own boss, and after the professor told me what I should focus on, I simplified the mechanics and focused on working on them as much as possible, making a game that I feel, of course, uses existing ideas, but I think stands out against the other platformers I have worked on.
Planning: When it came to planning, that is something I think I should have worked on harder this quarter. Though, to some level, I think I planned the steps I would take well because I didn't take into account having a few off days where I just couldn't work on it. I ended up not working nearly as much on audio as I thought I would.
Execution/Testing: Not a lot to say except that it was what I expected. Due to the difficult nature of physics-based mechanics, I would spend hours tweaking small numbers to their decimals, seeing which one felt better or was less buggy while keeping in mind that anything that disrupted the momentum in-game could be a death sentence to the player experience.
Support: When it came to support, I think that I actually had to figure a lot out myself, unlike previous projects, since most other system designers avoid physics-based mechanics like the plague. I won't say I didn't get support, though, as my friend Samuel made the theme music for my game, and I have another friend working on the animations for the characters and enemies, so I may add it to the game in the future.
Communication: Overall positive & useful responses when it came to testing, while some of the ideas I already had of what to improve were suggested, there were a few that I wish to implement in the future to further improve my game. Though the biggest feedback I received is that apparently the sensitivity on my mouse is horrid...
Learning: I think this project was a very nice learning opportunity as I had to learn more things on my own without the help of someone who could directly point me towards what needed to be done. It also taught me that sometimes we have off days, but that doesn't make me any less of a passionate game designer than anyone else