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Pinguiny

Pitch : 

“Pinguiny” is a reproduction of the gameplay of Rush (Two Tribes), a rythmic puzzle game, where you modify the movement behavior of cubes through actions to be placed on a grid, to make them reach their objectives.

Gameplay video : 

 

About the creation : 

It’s a school project, my first project on Unity and first 3D game, made with Unity in C#, in 2 month, in which we were ask to reproduce the gameplay of Rush (Two Tribes) with some modifications and by programming as much as possible with low dependency and with total freedom of artistic direction as long as the assets are created by us with ProBuilder. Tanks to this project I discorvered a new programming language, game engine, dimension and versioning software Sourcetree and of course Git, starting by using it with commande lines, I previously used TortoiseSVN.

The structure of the code has been tought about a lot, upstream of the implementation as much as possible in order to have a structure as modular as possible and take advantage of this new aspect offered bu Unity. I had as guide during the implementation the dependency diagram that I made and improved througout the process. As my first 3D game, I wanted to do things I couldn’t do in 2D, like a 3D game menu integrated in the game world, so I programmed my own camera system, to do transitions and rotation, manual or automatic, as well as their inversion, in addition to the spherical camera needed to reproduce the basic game.

My artistic direction came naturally by the fact that we were, at the time, locked in our house and winter was coming, from this feeling I knew that I wanted to make continuous snow particles at some point in the game and by getting lost on Youtube I came across a video of Pingu, an old TV series for children, so I decided to make my game cubes would be penguins. From there, I was still missing one last important thing, where was the game going to take place, starting with idea of a snow globe, and after testing my idea, I came up with the final idea of a fridge, and more generally an ice cream store to justify the cold and therefore the snow. Something that was close to my heart and also in terms of performance, all the objects I created with ProBuilder for my assets, have an interest beyond their just aesthetic aspect, from the snow on the floor cubes, to better visualize the game grid, to the soda cans, for the creation of the particles during the victory.

Tips for resolving levels :    

Take time to visualize the path of one cube at a time and test it, of course you may be blocked by the number of available actions or the layout of the ones you already placed, or even, the collision between two penguins and therefore in general, the path junction of the different cubes, so it’s really important to test things, moreover the number of tries and the time are not taken into account to pass the levels, so don’t hesitate.

Thanks for reading about this game, you can also try it on browser by clicking the button just below.

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