Mechanics Designer

I covered Sokoban to learn how to create grid-based games. At the time my next project would’ve been a nonogram game. So I challenged myself to make a code structure that could be repurposed easily. This elevated the project into a full blown level editor.

Duration: 03/21/2022 - 04/04/2022 (2 Weeks)
Tools Used: Unity, C#, Aesprite

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Discoveries

For this cover I wanted to emulate how Sokoban was originally developed. Each object on the grid can be any other, depending on script enabled at runtime. All another developer has to do is set which script is active where and drag the sprite onto the object. If this was a team project anyone on the team could help make levels.

Versatile Unity Scripts

I already had my sights set on the next project, so I created logic that could be easily repurposed. This system can be a base for any other grid based game, such as a Picross clone or Tactics RPG. When I develop a game I’m always thinking of ways to minimize technical debt in the future.

Design with the Future in Mind

Learnings

When problem solving the easiest answer can get the job done quickly, but it's worth exploring other options if time allows. It can lead to answers that elevate the project to much higher levels. Pun intended.