Squid <3 Robot Unity Game
Demo level of a puzzle game implemented in Unity.
Squid <3 Robot Unity Game
Demo level of a puzzle game implemented in Unity.
November 2018
Personal Project



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About The Project:
Technology & Mediums:
C# for Unity
Squid <3 Robot is a group project I contributed to for CS146: Introduction to Game Design and Development. It is a demo level of a proposed puzzle platformer where a squid and a robot are trying to reunite. The player must switch between controlling the squid and the robot in order to get both characters to the end of the level without touching anything that can kill them. We created this game with the goal of exploring “Dual Purpose Mechanics” and using water to solve puzzles in preparation for our final game.
The game was implemented in Unity over the course of a few days. The character models were downloaded from the Unity asset store, but everything else was created by my teammates and I. My primary contribution was creating a simplified version of the level, which included writing scripts to control the characters, kill the characters and cause obstacles to move, so that my teammates had the tools necessary to build the more complex level. I also built the level model using Unity ProBuilder, created the electricity particle effect and wrote a few simple scripts for things like moving platforms.
Technology & Mediums:
November 2018
PROCESS:

MAKING A SIMPLIFIED LEVEL
This is the simplified version of the game I built so my partners and I could explore how our game should function. Because I did not want us to redo work unnecessarily, I was careful to make sure the scripts and prefabs I built could be reused in other situations. I first built a simple level model with Unity ProBuilder and then implemented scripts to control the characters’ movement and trigger animations. The robot’s movement script simply alters its velocity in response to key inputs whereas the squid’s movement script applies forces to its rigid body in order to simulate moving through water. I also implemented a game manager script to keep track of which character is currently being controlled and end the level when both characters reach the goal or one of them dies. Additionally, I wrote simple scripts to move the walls, respond to button presses and kill the squid and robots when they touch the electric block or, in the robot's case, the water.


MAKING THE FULL LEVEL
My teammates and I then used the simple level as a foundation for the final level. Because I had done all the work on the simplified level, I primarily focused on building the final level’s models in Unity ProBuilder and writing some scripts to do simple things like moving platforms, and making both characters move to a certain position and a heart appear upon completion of the level. My teammates did things like adding sound, squid ink, animations on some of the interactive objects and so on.

ADDING ELECTRIC SPARKS
In response to feedback from play-testers that what the electric blocks would do is unclear, we decided to add some particle effects to make the danger they pose more visually obvious. I created the electricity by making a particle effect using a texture sheet animation that is generated around a mesh.