Garden of Táozi
Dev Info
Role: Lead Programmer, Programmer, Systems Designer
Tools Used: Unity, Plastic SCM
Duration: Jan 2023 - June 2024
Team Size: 20
Game Info
Genre: Puzzle, Casual
Platform: PC, Android, IOS
Project Status: Launched June 27, 2024
Controls: Mouse, Touch
Project Summary
Garden of Táozi is a Journey to the West inspired puzzle game where you solve puzzles, collect peaches, and catch glimpses of Sun Wukong’s journey to enlightenment. Experience the beauty of the heavenly gardens as you experiment with ever-more-elaborate puzzles, accompanied by gentle music. It’s about the journey, not the destination.
Garden of Táozi began as a Clark University game studio, and was completed by members the team in their downtime.
Contributions
Designed a cohesive physics system from the ground up:
Grid-based movement and puzzle solving
Players can push boxes around the map
Different boxes have different movement rules
Convincingly fakes collision between players, boxes, and walls
Savestates of puzzle placements are logged, allowing a player to undo moves
Implemented UI and integrated it with Camera:
Movement arrows rotate to compensate for camera rotation in real time
Camera can be cleanly swiveled with a finger swipe
Level progression and Unlockables are tracked and displayed across sessions
Various miscellaneous support across the entire project, including:
Source control management and review
Mobile touchscreen compatibility
Code Examples
The movement script for boxes, which allows them to be pushed into open spaces and not into walls/obstacles.
Post Mortem
Despite a rocky start and several changes of direction, we did a good job realize a full game with the resources we had. While technically contracted by an entity, we were left mostly up to our own devices, and it’s a testament to the producer perseverance that we collected all their nebulous ideas into a cohesive game. Considering the scope of the game and the environment we had to work with (a once-weekly class), we had far too many people working together and simultaneously not enough work hours put in. Coordinating all these disparate and barely-communicating parts was by far the hardest part, but we managed to stick the landing pretty well in my option
The Good
The producer & support teachers had a solid high-level vision for the game and communicated it well to all involved
Team leads went out of their way to ensure high-level communication between disciplines went smoothly
The surplus of personnel allowed many assets and levels to be designed in parallel, speeding up production
The game was reasonably complete and fully playable by the end of the official project deadline
The Bad
Changes in design goals sometimes caused weeks of work to be scrapped with no warning, burning limited time
People generally didn’t have a good idea of how their work would slot in with the efforts of personnel in other disciplines
Bottlenecks lead to many people being underutilized during the project’s limited runtime
Necessary polish of several major features wasn’t completed till after the official deadline