DUCKY PARTY

Platform: Jam-O-Drum

Duration: 1 weeks

Tools: Unity, Blender, Visual Studio Code

Role: Programmer, Game Designer, Gameplay Technical Designer, Technical Artist

Teammates: Xun Zhang (Solo Programmer)

Minghao Zhou (Artist)

Qing Luo (Artist)

Yaxin Tu (Sound Designer, 2D Artist)

The game is designed for 2 to 4 players, offering a multiplayer experience. In the game, a man at a party has too much to drink and thinks a rubber shark is attacking rubber duckies. He decides it's up to him to save the duckies. One team controls the man and the other one play as the rubber shark.

Our aim is to devise a novel use of our platform to develop an entertaining game, all within a tight schedule.

The Design:

When we initially determined the platform for our game, my immediate thought was to incorporate the action of swimming. This concept aligned perfectly with the spinner controller on the Jam-O-Drum!

I created a control scheme wherein spinning the left controller counter-clockwise and the right controller clockwise propels the character forward, accelerating their movement. Conversely, when both controllers spin in the same direction, the character rotates accordingly. These two controllers represent man's arms within the game. This design choice not only increases the challenge for the guests but also enhances the fun of the game.

Safeguard controller - move forward

Following the same design methodology, we settled on a shark as the opponent in the game. I set up the controls so that one spinner would manipulate the shark's head and the other its tail. For the shark to pick up speed, one guest needs to spin the tail controller in an alternating clockwise and counter-clockwise fashion, simulating the natural movement of a shark swimming through water.

Shark Tail controller - move forward

Safeguard controller - turn left

Shark Tail controller - turn left and right

Safeguard controller - turn right

Optimization for the top-down game format:

Designing graphics for the Jam-O-Drum can be challenging, as it must account for the various perspectives of guests playing the game, ensuring a coherent visual experience for all participants.

All models within the game are tilted along the circular edge of the Jam-O-Drum to provide a comfortable perspective for guests standing at any point around the device.

Tilted models

Overall view

Furthermore, to accommodate guests standing on both sides of the game, I designed a countdown timer that rotates 180 degrees with each count, ensuring that both teams can see the countdown clearly.

Rotating countdown

VFXs and others:

Lifeguard saving duckies

Shark eating duckies

Lifeguard picking up hats

Shark picking up hats

Hype mode effect after guests pick up beers

Ripples effect