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walter bucket

GAME OVERVIEW

Walter Bucket is a top-down Zelda-like game. The player plays as Walter, an old retired firefighter. He decides to go on vacation, but when he arrives, he discovers that a cult is trying to resurrect the ancient god of fireThe player will use the Bucket, an ancient relic that can dispense water infinitely. With this relic, the player can fight the fires and the creatures spreading around the island.

DEVELOPMENT INFOS

Role - Game Designer and Manager

Time - 4 months (2020)

Team size - 8

Genre - Zelda-like

Type of project - School project

Tech - Unity

Platform - PC (1 player)

MY RESPONSIBILITIES

  • Team management with Trello : respect of the deadlines, organisation and discussion about the design ideas with all the team members (Game designers and Game artists).

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  • Communication management, within and outside the team.

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  • Design of Walter's abilities and enemies.

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  • Boss fight design.

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  • Programming of the controller and the final boss.

DESIGN OVERVIEW

That was our second game on Unity. We wanted to do something simple with a reasonable scope. We began with brainstorming: the game artists wanted to draw vegetation and the game designers (myself included) wanted a contrast between two elements (we opted for fire and water). The team also wanted to break the codes of the typical hero of a Zelda-like, so we decided to make an old retired guy. All the team agreed to focus on the puzzle side of the game instead of combat.

 

All of these decisions influenced our design proposition. Here are some examples :

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  • On one hand, all the enemies are fire creatures, and Walter can only be hurt by fire. On the other hand, all the enemies are vulnerable to water and can only be damaged if they are wet.

 

  • Walter is an old man, he can’t dash or roll forward and he moves rather slowly: these constraints balance the power Walter obtains when he gets the Bucket. He can swing his bucket to damage vulnerable enemies, dispense water like a watering can charge up a blast that goes into a straight line and also protect himself from all incoming damage with one press of a button.

 

  • The game is fairly simple because we focus on the puzzle aspect, and we are happy about it because this is what we wanted: a simple game with puzzles and good vibes.

I also scripted some elements in C#, here are two examples:

VulnerableBoss.png

Trigger the vulnerable state of the boss

WalterAttack.png

Close range attack with different states of animation

POST MORTEM

WHAT WENT WELL :

4 persons in the team were dedicated and determined to finish the game whatever happened. 

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The scope was sustainable even with the beginning of the pandemic.

WHAT DIDN'T GO WELL :

Covid-19 appeared and we had to quarantine ourselves for the entire project. All our workflow had to change and we had to adapt to these new conditions.

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A member of the team had to abandon the project at its early stages, so we had to make the game with 7 people.

FINAL THOUGHTS :

The game turned out to be rather beautiful and well-finished. The puzzle elements also turned out great. All the team loves the game even if the production was difficult.

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©2023 by Arthur.G and host by WIX

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