WORDYLLA
ABOUT GAME
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Innovative Gameplay Mechanic: Unlike traditional word games, in Wordylla players create words from given letters. Words that match letter sequences in hidden words reveal parts of these mysteries, adding an exciting layer of discovery.
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Freedom to Create Multiple Words: Players can use letters multiple times to form different words, enhancing the strategy involved in uncovering the hidden word.
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Competitive Scoring System: A real-time leaderboard fosters a sense of rivalry among players.
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Educational and Exploratory Aspect: Players explore various aquatic environments such as lakes, seas, and oceans, discovering and learning about the fish that inhabit these areas.
SCREENSHOTS
VIDEOS
DEVELOPMENT & DESIGN
ROLE :
DESIGNER AND DEVELOPER
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Designed, developed, and published 'Wordylla’ word puzzle game for Android and iOS platforms.
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Implemented multiuser registration/authentication using PlayFab SDK.
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Integrated Facebook, Apple, and Google Play login and registration functionalities with PlayFab.
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Designed original game graphics and modified purchased assets using Adobe Photoshop, tailoring them to the game’s style and requirements.
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The Addressable Asset System is utilized to load only the necessary assets, thereby increasing memory efficiency.
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Developed real-time leaderboards to foster a competitive gaming experience and boost user engagement.
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Integrated Google AdMob for in-game advertising.
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Added an In-App Purchase system to facilitate revenue generation.
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Leveraged Unity Analytics to gather and analyze player data, optimizing gameplay and enhancing user experience.
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Utilized Unity Cloud Diagnostics to monitor game performance and stability, identifying and addressing issues to ensure optimal user experience.
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Level complete rewards, daily chest and daily gift rewards are checked and granted by Azure cloud functions and Playfab.
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Player progress is saved both locally and at Playfab to allow playing offline and playing on multiple devices.
LEVELS SCENE
The level scene is generated procedurally.
First, a Bezier curve is generated based on the level count of that particular body of water.
Then, level buttons and small bubbles are placed along the curve.
Subsequently, stones, plants, and fish are distributed, ensuring they do not overlap with the level buttons.
These elements are positioned at varying z-axis depths to create a sense of depth.
During scrolling, object pooling is utilized to efficiently display these objects.
LEADERBOARD
Developed an infinite scrolling mechanism for the leaderboard, which is loaded asynchronously.
A buffer zone is established at both the top and bottom of the scrolling area, each with a height equivalent to the screen. As items near these boundaries, they are shifted to the opposite end, and the scroll position is dynamically adjusted to mirror this movement.
Object pooling is also strategically utilized to efficiently reuse the buttons, enhancing system performance and resource management
The functionality of this system is showcased in the video on the right, which becomes clear upon deactivating the 'Rect Mask 2D' component.
In the leaderboard, players can view intriguing statistics of other participants, including average score, total words derived, longest word, highest scoring word, and bull's eye count.
LEAGUES
The game features three distinct leagues: Lake, Sea, and Ocean, each representing a level of increasing difficulty. Players embark on an exploratory journey through these aquatic environments, discovering the fish that inhabit them, along with fascinating information about each water body.
Additionally, each league boasts its own unique scoring system, statistics, and leaderboard, providing a tailored and challenging experience for players as they progress through the different levels.
DAILY CHESTS AND GIFTS
Player engagement is enhanced through daily gifts and chests, checked and granted by Azure Cloud Functions and Playfab.
A daily gift is awarded upon the completion of 5 levels and is made available again after an 8-hour refresh period. If a player does not complete 5 levels in a day, they can continue from where they left off the following day.
There are three types of daily chests: bronze, silver, and gold. Players earn these chests sequentially by finding keys within the levels. These chests are reset daily at 00:00 UTC.
CUSTOM LAYOUT GROUP
A custom horizontal group has been implemented that dynamically arranges elements in sequence and scales them to accommodate all components. This feature also enhances user experience by enabling players to rearrange the order of elements through drag-and-drop interactions. This functionality is particularly useful in the game; if players sequence the letters of a word incorrectly, they need not delete and retype them. Instead, they can simply adjust the order effortlessly by dragging the elements to the correct positions.
FISH COLLECTION
Players have the opportunity to collect fish within each level, which can then be added to their personal collection. Accumulating a sufficient number of a particular fish allows players to use it as their avatar on the leaderboard.
Additionally, in their collections, players can access detailed information about each fish, including its habitat.
To optimize memory efficiency, fish graphics are managed using the 'Addressable Asset System.' This ensures that only the graphics of the fish a player has collected are loaded.
The Addressable system is also employed for managing background images and certain texts, which vary depending on the player's language or league.
PHOTOSHOP
Utilized Adobe Photoshop for the design of level backgrounds and various other game graphics. Additionally, adapted purchased assets to align with the game's unique style and specific requirements.
Fish are licenced assets thats applied some photoshop effects to make them look like digitally painted.
SPECIAL LETTERS
Various types of special letters, each featuring unique behaviors, have been designed to offer players an engaging and varied gameplay experience.
MINI FISH CATCH GAME
Developed a mini-game that allows players to gather fish and crystals. In the standard word puzzle levels, players collect not only fish but also submarine tokens. These tokens can be used for a submarine dive. However, players can catch a fish only from the water body in which it inhabits.
This mini-game enables players to randomly collect fish from all the league waters they have access to. Additionally, it boosts game revenue through rewarded ads, providing players with the opportunity to acquire rarer fish and more crystals.