
Seaquake
27 Oct 2025 - 31 Oct 2025
Sheridan College Institute of Technology and Advanced Learning
Seaquake was a week long challenge for the Sheridan Game Design program's Design Week.
In a team of 5, we were tasked with making a game using an 'alternate controller'.
We chose to make a 2v2 boat battling game, with cannons and paddles as our alternate controllers.
I did a majority of the programming and polishing, and I had a strong part in the design of the game's mechanics.

The Final Build
The final build includes the two boats on a plane able to shoot at each other until one of them loses all of their health points.
I added a rock between both ships at the center of the map to avoid them immediately shooting at each other before they gain enough speed to dodge the cannonballs.
The movement has been tuned to a comfortable level of speed, acceleration, and turning.

The Physical Components
The physical components involve wii remotes which were placed into the cardboard shells to track their movements. The most challenging aspect to me was learning how to get them to work on a Unity build, and make them feel good to use, but in the end, I managed to find values and features in the wii remote which players have said they enjoyed and which felt comfortable.
I started with trying to use the motion plus addition all the controllers had, however as I was testing, I found that the position would often drift, so I pivoted to using the controller's acceleration, which led to the drift no longer being an issue, while still being able to give the player the action of rowing on both sides and swiveling the cannon left and right.

Paddles
The paddles would push the corresponding boat forwards and would turn it based on which direction it was being paddled.
I started with trying to use the wii's motion plus controls, however I found there was too much drift as the controller was moving quickly when paddled, so I pivoted to using the remote's acceleration.
The acceleration worked really well, as I would use the acceleration in direction the paddle is facing to detect when it's being paddled, and I would use the left/right acceleration to detect which side of the player the paddle is on.
While paddling felt nice; The weight being stronger at the bottom of the paddle made it feel like an actual paddle, I found I could use the wii remote's rumble feature to better display when the player was correctly paddling. Not only did it properly display that the paddling was working, the rumbling made the controller feel like it was actually moving through a body of water.

Cannons
The cannons would swivel left and right to aim the cannon on screen, and there was an input at the back for the player to shoot the cannon.
It was planned that both cannons would use drawstrings to fire, however there was only one in stock, so we pivoted and found a button which the player can press to fire.
This led to an unbalance between the button an drawstring, as the button could fire much faster, so I implemented a cooldown for the cannon firing, which evened out both players.

Gameplay Loops
These loops consist of what both players on a team will be doing at the same time as one another, it includes all the actions the players can take, such as rowing, swiveling the cannon, and firing the cannon.
This was used as our core pillar to follow when developing the game.

UI
The User Interface consists of displaying both teams' health, and a top down map of the arena with icons displaying where the players are and which way they are facing.
The icons were added onto the map as the boats were too small for the players to see.