top of page

Energy Flow started off as a way to get our creative juices flowing. Me and a fellow programmer wanted to make something quickly. We wanted to make something that felt like it could be a slice of a complete game, within a very limited amount of time. We set out to create a game that was based around a one-click mechanic and gave ourselves one workday to make it. So we did. It was fun enough to work with for another day. Polishing, adding graphics and music. A very fun challenge! It ended up as a  five level slice on IndieDB. Rough and unoptimized, but fun and challenging.

Specification:                        My Contributions:                 Tools:
  • Studio: Arcscape Studios

  • Student project: 2 Days

  • Engine: Unity 3D

  • Team size: 2

  • 1 Designer/Scripter

  • 1 Programmer

  • Game design

  • Level design & dressing

  • Rapid prototyping

  • Cinematic/trailer

  • Unity 3D

  • Adobe Photoshop

  • Autodesk Maya

  • Cinemachine

  • Visual Studio (C#)

  • Microsoft Word

Level & Game design

When designing the levels I took a quick look at some of the successful one-click runners on android. A similarity between these games was that all the levels were played on the horizontal axis. Not one of them used the vertical axis, except for when dying. So I set out to create the levels with verticality in mind. Since our character concept was a type of plane I wanted it to feel like your either was flying or climbing when going up or down.

I wanted the player to have a choice on some of the maps. On the one to the right, the player gets a quick overview of the entire map before landing. This results in them being able to choose which path they want to take. The reason a player would take a longer route is because score is based on the amount of pads the player manages to press. And if you manage to do it without dying, it multiplies per 6 pads.

MindlessImpracticalCopperbutterfly-max-1

When we had created the backbone for the game I added some juicy elements, like the particles, speedboost gates and shaky camera. I also worked with the post processing to create a more vaporwave-esque feeling.

After this I still felt like something more needed to juice the world up a bit. So I created a script that interpolates colours on the path the player flies on.

ThornyDefiniteAsianconstablebutterfly-ma
OddballPleasantIriomotecat-max-1mb.gif

William Clifford

bottom of page