Mild Peril was conceived, designed and built in a week as part of
At a /dev/fort, around a dozen people retreat to an isolated
location with no internet access, and work together to make something
new for the internet. Previous forts have produced
Be Habitual and
Earth Lens. This fort, we made a
Mild Peril was inspired by Paul Pod’s experience of managing the
flow of water across his smallholding in Wales. Few of us had any
experience making games (or any experience at all of hydrology), but
learning by doing is one of the fun parts of /dev/fort.
We began by experimenting with several game mechanics, playing
jury-rigged board game versions made from post-its and purloined
scrabble counters. Once we’d found a promising approach, we split into
three groups: one to build the game engine, one to design levels, and
one to design the game’s UI.
The engine team created algorithms to model the water’s flow and
ebb, balancing complexity with intuitive acquatic behaviour. At the
same time, the UI team found a way to represent the game field that was
suitably playful and iconic but also conveyed the information needed to
solve each puzzle.
By Saturday morning, we had a working version of the game running in
browser. Despite regularly being sucked into playing instead of
building, the team resolved bugs and added in the final elements over
the weekend. Andrew even found time to make a parallel version of the
game in Unity.
/dev/fort x was Andrew Godwin, Ash Berlin,
Dai Vaughan, George Brocklehurst, James Aylett, James Coglan, Kat
Matfield, Mazz Mosley, Paul Pod, Ryan Alexander.
Now, why not play the game?