DANIEL RODRIGUEZ

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As my first venture into solo-dev, Windward will be a cozy sailing game about navigation and seafaring developed in UE5. Check the weather, set sail and explore a magical archipelago as you discover the world and find where you fit in the vastness of the sea.

Beyond the genre

Most cozy games rely on two design patterns:

One of the main goals with Windward is attempting achieve the Cozy-Genre experience and gameplay aesthetics, but with a Clockwork Game Design at the core of its underlying mechanics and systems, hopefully achieving a deeper gameplay experience with a more elegant design.

This should result in:

Current Status

A 3C's prototype has already been built as a proof of concept for the major risks and technical challenges, while providing a set of core mechanics that allow stablishing Rational Game Design metrics for scoping, level design and tuning.

The prototype currently supports:

From there I am iterating on the supporting systems/mechanisms for the Clockwork core, and in so, polishing a Core Loop with enough depth to support the game while keeping the scope within target.

About

As I read Brandon Sanderson's Mistborn Trilogy (Era 1, no spoilers please) I kept thinking that the combat and magic parkour scenes using its magic system, Allomancy, sounded like an amazing concept for a 2D Action Side-scroller. So I decided to prototype it.

My goal was to translate the magic system's powers in a faithful enough way that understanding it could serve as progression in the game, mimicking the way it serves to understand the actual events of the novels as you're reading them. All this, without sacrificing the fast-paced action presented in the books.

So far the prototype only includes the more platforming-specific powers, but designed with consideration for the inputs needed to eventually add the other elements and their respective powers.

Features

This post is WIP, come back in a byte.