Makerbloks World is an educational iPad game for children, based on the electronic bloks developed using Unity for Makerbloks.
You can check their amazing creations at https://www.makerbloks.com.
The game takes the player through an adventurous journey where they have to discover a lost power source to save the Makerbloks world. In order to do so, players have to learn and solve puzzles which are based on electronic circuitry.
The game was developed as a prototype for Makerbloks over 4 months. I worked with a team of five talented people including artists, programmers and even a mechanical engineer. My primary role was lead game design, programming and managing the project.
The prototype consists of a single level containing a total of eleven unique puzzles designed using combinations of electronic bloks (switches, resistors, LEDs, etc). The players use the bloks in their inventory by drag-and-drop to solved the puzzle. The encountered puzzles increase in level of difficulty as new bloks are introduced and their complexity increases. Each puzzle teaches about a certain aspect of electronic components.
The level gives a peek into the world of Makerbloks. The narrative starts from the outskirts of the city and explores the concepts of "technology vs nature". The player is suppose to shut down all the machines that are destroying the forest. He/she would then venture into the forest where they encounter a tribe whose totem has been disabled. Restoring it, the players are given a boat to sail on the river to the end of the forest where they enter the mysterious temple. The game gradually takes the player from new technologically advanced to more ancient nature-oriented environments. The prototype end when the players complete the last puzzle at the top of the temple.
Below, you can see a view of the entire level, starting from the city all the way to the temple's tower.
Developing this game, I learned a lot about implementing mechanics for point-and-click adventures. The player movement is based on a graph-based path finding using breadth-first-search. The inventory system and a drag-and-drop mechanic was also developed. The rest of the mechanics are mostly event-driven and trigger-based.
April 30, 2015
Lead Game Designer, Programmer, Project Manager