DANIEL RODRIGUEZ

//------------------ LOAD Rough.JS ------------------ //------------------ Draw Rough.JS Borders ------------------

Windward

WIP. Windward is a cozy sailing game that puts navigation at the center of a clockwork game design to challenge genre tropes like a reliance on large amounts of content and labor-intensive gameplay.
Windward
Windward

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:

  • Content-based progression (like the seemingly endless decorations you can buy in Animal Crossing).
  • Labor intensive yet often shallow and repetitive gameplay (farming, cleaning, etc).

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:

  • Progression comes from mastering the clockwork instead of unlocking all the content.
  • Labor remains interesting as it is built as a decision-making contest instead of repetitive gameplay.

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:

  • Custom Endless Gerstner Ocean
    • Capability of handing Wind directions that change wave and swell directions over time.
    • Shader and gameplay logic stay in sync while simulating the waves independently thanks to the deterministic characteristic of Gerstner Waves.
  • Dynamic Weather
    • A modular system sets global weather targets and then each subsystem, like the Wind Subsystem, internally handles transitions and any relevant gameplay context.
    • Day/Night Cycle.
  • Simplified Sailing
    • Core sailing mechanics that interact with the custom water and weather solutions.
    • Simple controls for challenging the player's understanding of sailing without a high physical skill bar to keep the cozy aesthetic.
  • Curved World
    • To reduce world size and travel times without losing the vastness aesthetic of the sea and the need to interact with the navigation mechanisms, a curved world shader has been developed.
      • Keeps the horizon near the player.
      • Allows precise control over viewing distance, with the extra gameplay layer of making taller things visible for measurable, farther distances.
  • [WIP] Celestial Navigation
    • Currently in development, celestial navigation will be at the core of the macro gameplay of the Clockwork.

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.