F.L.O.A.T. Prototype

F.L.O.A.T. was my first prototype game built at the EAE. The premise was to take a toy, purchased from the dollar store, and use it for inspiration in making a game prototype. The toy my team received was a plastic robot claw you could use to pick things up with. Over the course of several design sessions we ended up with F.L.O.A.T. The inspiration for the inchworm style movement didn't come from the toy itself but instead from the packaging which featured just a robotic arm with a single elbow joint. From there we played with the idea of controlling the two separate halfs of the limb with different control schemes - WASD for the left section and Arrows for the right. We ended up also adding the ability to reverse gravity for more complex puzzle design by allowing the player to 'jump'. If you look closely at the video when gravity is reversed the controls stay the same. This created another layer of challenge for the players.

F.L.O.A.T. was made in C# using MonoGame with the Farseer Physics Engine. We also added Xbox 360 controller support. This allowed players to choose between using a tradition keyboard or the dual joysticks on the controller. We built the prototype to allow for very fast level design. By designing levels in photoshop we could drop them directly into the game. This allowed for quick playtesting and iterating on level design. F.L.O.A.T. was made by six people over the course of four weeks.

Team Members

    Engineers
  • Nidal Ilyas
  • Yash Kapani
  • Erik Willis
    Producers
  • Greg Bayles
    Technical Artists
  • Lawrence Boye