DELIVERY DAYS

Platform: PC
Engine: Unity 3D

Delivery Days is an arcade adventure platformer about working for an electric company tasked to supply power to megastructure.

As one of their new hires, the company supplied you with a unique tool that lets you to ride power cables across The Tower as you: supply batteries, fix electric poles and clean electrical equipment.

They count on your resourcefulness to navigate the sprawling city and its tangled mess of an infrastructure.

Along the way, meet the city’s residents and explore the various areas, activities and secrets that The Tower has in store.

Play the latest build on itch.io.
(pass: deliverytester)

Early Prototyping

The first thing I wanted to tackle was getting the basics of the wire riding mechanic:

  1. Moving from point A-B across a wire and vice versa.

  2. Attaching detaching from the wire.

This led me to explore Unity’s Spline package, reading its documentation and seeing what I could use from the tool to get to the feature as quick as I could, see what feels good.

Exploring Movement

I also explored with visuals and camera styles (tracking dolly / isometric top down)

Once I got the basics, I began exploring the nuances of movement on the ground AND on the wire.

  1. How do I make movement on the wire interesting?

  2. How can I bridge the ground movement to the wire movement and make it feel seamless and fun to control?

I explored two ways of moving across the wire, either through holding down a button to move across or hold & release a button, launching the player at the desired speed.

Building the Game

After I felt good about the current movement controller on the ground and on the wires, I then wanted to test the limits and find the fun by starting to build game levels and introduce platforming challenges for the player.

I also introduced a timer and objective system to help add pressure and goals to complete the game. Additionally, I tested further with the game’s visuals, creating the character model and testing shaders to develop the game’s “up in the air”, wholesome and cartoon-like world.

The end result is the current sample here.

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