Sid
SIDDHARTH.CR
PROGRAMMER
UnBoxed - Major Feature Breakdown.


This is how it all started. Looking back, it was just one of many ideas on a white board.

Started working on the prototype code to get the mechanic going in Pre-Production.

After about 12 weeks of development cycle, the hard work really paid off and I couldn't be any prouder.

This is how it all started. Looking back, it was just one of many ideas on a white board.
Rotation Mechanic.
The Unique feature about UnBoxed is the manipulation of the environment by the player to solve the Puzzles. The slideshow with the captions briefly demonstrates the process that went into bringing a mere concept to life. The design of the game went through a series of iterations which resulted in the final product.
I'm happy with the pace I got the project going because it helped us start our playtest as early as Milestone 2, which led to productive iterative designs on puzzles and gameplay.


Brainstorming code to get the best way to work an Undo Option.

Transferring the paper version into monodevelop to get it up and running.

Hit the Undo button and revert the last committed move including player position. You can Undo upto 5 consecutive moves.

Brainstorming code to get the best way to work an Undo Option.
Undo Button.
One of the best user friendly feature in the game would have to be the Undo button. Since UnBoxed is a puzzle game, the design was to make the player use his intellect and not precision. So, in UnBoxed, the player is allowed to make mistakes and it won't hurt their chances much since they can Undo up to 5 consecutive moves. This will revert the last committed move and player's position at the time of that move.
Getting a feature like Undo in a short term project was a challenge which I cherished. It sure resulted in bugs at the start but helped me learn a lot in terms of 'Best Practices'.


Thinking out on paper when the idea of a Level Editor was mentioned. It was so intriguing I couldn't stop thinking ideas.

After quite a few iterations, finally arrived at the targeted result. Build Levels, Save and Share.

A brand new tool that ships with the game where the player can make their own levels, save and send to a friend. My proudest moment in the production process.

Thinking out on paper when the idea of a Level Editor was mentioned. It was so intriguing I couldn't stop thinking ideas.
Hands down, my proudest accomplishment in the game. The in-game level editor of UnBoxed lets the player make their own puzzles and share with others. The Level Editor is cheat safe in a sense that the user would have to complete their level in order for them to save it and share. To load a friend's level, players can copy the save-files into the 'Custom Levels' folder and load it from the main menu amongst the list of available user levels.
Ever since the start of the project, I only had one major goal. "If at all possible, over-deliver and on time". This is the feature that made me realize that goal and to a proud result.
Level Editor.