Tilt Rocket

Overview

(Personal Project - 2020)

Tilt Rocket is a side project I developed in Unity for Android. Initially conceived as a prototype to test the gyroscope functionality of mobile phones, it evolved into a fully-fledged hyper-casual mobile game featuring unlockable rockets, various challenges, and over 25 levels for players to conquer. Tilt Rocket was also published on the Google Play Store, making it accessible to a wider audience.

Customization and Challenges for Enhanced Replayability
To enhance replayability and provide rewarding experiences, I introduced customization and challenges into Tilt Rocket. I aimed to create a sense of achievement and motivation for players to continue engaging with the game. To achieve this, I developed 8 different rocket variations, each unlockable through different methods.

I implemented a system to track and log player progress using CSV files, ensuring that players' achievements and unlocked rockets were saved and loaded seamlessly. When users opened the customization tab, dynamic UI was generated based on their challenge progress. This allowed players to scroll through all available and locked rocket variations, giving them a clear view of their progression and goals. Players could then equip their favorite rockets, adding a personalized touch to their gameplay experience.

Developing Accessible Control Schemes
Initially, I developed a control scheme that utilized the phone's gyroscope. This method took the gyroscope's changes, based on a normalized starting position, and applied them to the rocket's rotation. Essentially, this allowed users to control the rocket by tilting their phone. While this control scheme worked well in terms of responsiveness, it was not easy to use and did not align with the casual nature of the game.

To address these issues, I developed a second control scheme that featured a dynamic joystick. When the user touched the screen, a joystick would appear, allowing them to control the rocket with a more conventional input method. This approach was far more accessible and easier for players to use, solidifying Tilt Rocket as a hyper-casual game.

By offering multiple control schemes, I ensured that players could choose the method that best suited their preferences, enhancing the overall gaming experience and accessibility.

Scene Management
For scene management, I implemented a robust system that recorded level completion, level score and the amount of stars collected while playing. This progress was tracked and saved into a CSV file, enabling efficient data loading and storage. This system leveraged the level management package available on the Unity Asset Store, ensuring a seamless integration.

To optimize the loading process, I utilized asynchronous loading techniques to load levels behind a loading screen. Levels were additively loaded into the main scene and subsequently unloaded when no longer required. This approach minimized loading times and preserved smooth gameplay transitions. Additionally, I incorporated a mechanism to reset levels without any loading if a player chose to replay a level after failing, ensuring a quick and responsive user experience.

Optimisation for Smooth Gameplay
To ensure Tilt Rocket provided a smooth and enjoyable gaming experience, I focused on optimizing various aspects of the game. One key optimization technique I employed was the use of baked lighting with low settings. By baking the lighting, I reduced the computational load during gameplay, allowing the game to run more efficiently on mobile devices. This approach helped maintain a high frame rate and responsive controls, essential for a hyper-casual game.

Additionally, I compressed textures and reused assets to keep the file sizes low enough to meet the Google Play Store threshold. By optimizing asset usage and minimizing the number of draw calls, I further enhanced performance. These optimizations ensured that Tilt Rocket delivered a seamless experience, even on lower-end devices, without compromising the visual quality or gameplay mechanics.

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