


Squiggly
Role:
Programmer, 3D Artist & Game Designer
Development duration:
5 days
Team size:
5
Overview
This was a game for Sheridan design week, the theme of that week was alternative controllers, either to develop new concepts help improve new ones or experiment developing accessible tools.
Design Goals
Teamwork:
More than one person should be able to play end enjoy
Alternate controller:
The game must be made and designed without using
traditional controllers
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Easy and intuitive to use:
Should be simple enough for anyone to understand and play
Team and Award

Thanks to this game we were shortlisted as finalists of Sheridan's Sprint week, and we won in the category of “Most Effective Use Of MakeyMakey” which was
the hardware that we incorporated inside the controller itself (for more information on the controller
build refer to the video on the top of the page).
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Overall it was a great experience working with an amazing team that made all of this possible.
Mechanics
Player Input
To create the movement system we used 4 boolean inputs, one for each of the players.
Each one of these inputs corresponds to one of the orange dots, whenever the input is activated the main body will lerp towards that position.
After that I made all input positions add to each other and be divided by the amount of inputs present.
This allows the players to combine inputs to achieve a wide variety of positions with only 4 inputs, making the movement overall more fluid and giving the players more options.
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Thanks to this there is a great sense of team work in the game, and since each player is in charged of an input and to achieve certain positions the players must work together to achieve them by either activating their limb or not.
Hazzards
One the movement was done it was time to add the hazards, which are randomly spawned in an array of pre-made positions to ensure that there are no positions impossible to dodge.
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After that everything that was left to do was add a point system, end state (health system), polish and add visual information such as warnings for the hazard and an indication that the player has been hit.
We originally planed to put this creature traveling trough space but thanks to some feedback we ended up changing it to a kitchen setting with knifes as hazards and everything fitted together way nicer.



