Waterlands

Waterlands was our final project during the first year of studying Creative Media and Game Technology. It was developed by the Washed Interactive team, which included me and five other teammates.

The game revolves around sailing through a post-apocalyptic world that envisions what the Netherlands might become if the water boards stopped doing their tasks, mainly maintaining the dikes, leading to a massive flood.

In the game, you play as a boat, completing quests, overcoming obstacles, and facing challenges to help the remaining survivors.

My Role in Waterlands Project in Terms of Programming:

  • Designed and Developed an inventory system, where you can store your collectables. The system is flexible and you are able to store items the way you want by rotating them. The idea is to put them in a way where you can store as much as possible.

  • Implemented player health, damage handling, and interactive UI elements (HP bar).

  • Developed a Speed Boost Mechanic:
    The player can temporarily speed up, which consumes fuel while active. When the player stops using the speed boost, the fuel gradually regenerates. However, if the player continues to use the boost until all the fuel is depleted, the speed boost goes on cooldown, during which it cannot be used until the cooldown period ends and fuel is restored.

  • Developed the start and pause menus with full UI functionality.

Additionally aside from programming:

  • UI design (inventory icon, map icon, radio icon, HP bar)

  • Animation (sharks idle and attack, MC walking and pushing, fishes)

  • A few 3D models (MC and one house model)