Whiskers' Warzone

WhiskersWarzone.png

Whiskers' Warzone is a first-person, fast-paced, score attack game that places you in the role of a cat defending its territory against vermin and opposing cats.

FORMAT

Engine

Unity 3D

Team Size

Five

Development Time

Nine weeks during a school semester with two more weeks of solo polish after the semester

ROLES

Creative Director

  • Conveying Core Vision

  • Coordinating Team Tasks

Lead Designer

  • Game Design Documentation

  • UI & Menu Design

  • Core Mechanic Design

  • Enemy Design

  • Level Design and Implementation

Lead Programmer

  • UI & Menu Functionality

  • Leaderboard Functionality

  • Core Mechanic Functionality

  • Enemy Functionality

DESIGN GOALS

  • Create a game that's both accessible to initial players and that offers replayability for repeat players

  • Leverage 2-3 unique core mechanics and 2-3 levels

  • Convey the feeling of being a quick, nimble, and hyper aware cat

DESIGN DISCUSSION

In order to get the most replayability out of a 3 level structure I opted to create each level as a playground type of space (rather than more linear content) with progressive difficulty so new players can warm up to the gameplay while repeated players can still experiment with new tactics and experience new situations.

Following this same line of thinking I made it a priority to include optional mission briefings before each level and optional tutorialization in the first level that can be turned on or off between playthroughs as well as a leaderboard with varying elements tracked so there are clear goals to strive for upon repeated playthroughs.

To nail the feeling of being a cat I spent time tuning the player speed and abilities along with how the cat sense allowed for the detection of enemies. Enemy cats in neighboring yards competing for kills also developed into an exciting element to further the fantasy.

STORIES

  • Without a dedicated animator on our team all animations had to either be made procedurally or in engine myself which taught me a bit about how the animation system in Unity works.

  • There was a huge amount of work to get done on the project in a very short time with very few of us on the team that had experience doing those things so it led to me picking up various miscellaneous responsibilities (level design, lighting, animation, AI, UI, mechanics) all at once which taught me a great deal about the Unity engine as a whole and about how to both learn and work under pressure.

DOWNLOAD & PLAY ON ITCH.IO

 

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