Seno is a puzzle game built for the mobile platform that features problems based on timing and co-ordination. The player clicks on the lilypad to create a ripple which expands outwards. If the ripple hits a stone, it will create a new ripple starting at that stone. By carefully placing stones throughout the level, the player will need to time ripples to hit the stones that have koi fish swimming around them. Some stones are coloured, which means they can only pass on ripples if hit by a ripple of a corresponding colour (or white).
The game is the result of my first ever game jam, a 48-hour sleepover at AIE that was themed “Chain Reaction”. This was one of the first ideas that came to us and we decided to run with it, starting work on a UE4 build almost immediately. With 4 programmers and 2 artists in our group I initially decided to take on a more design-focused role, starting with simple level design and progression as well as nailing down the key mechanics. After the first night we had a simple build with very few working core mechanics in it. Wanting to start testing level designs, I started coding a quick prototype in Unity. Due to some issues with Unreal, this prototype ended up being what was modified and used in the current final version.
One particular highlight was when my fellow programmer and I were discussing how to animate the Koi fish. Lightning struck both of our brains at the same time. We looked at each other, both realizing that we were thinking the exact same thing. It was a beautiful moment. Iain, if you’re reading this, get out of my head.
If you want to check out the source code or try Seno out for yourself, please see the github link below.