Kuria

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Kuria Title

Kuria Title

Kuria is an underwater puzzle game for the PlayStation Vita in all three dimensions. Kuria is a 3D physics puzzle game which utilises the unique controls of the Sony PlayStation Vita. Kuria transports the player to an underwater puzzle world, challenging them to manipulate the world using both the front touch screen and back touch-plate of the  PlayStation Vita. The player navigates the maze of pipes in all three dimensions to reclaim lost coins for the bath-toy which has been lost down a plughole.

The game was developed by myself, Robin Silcock, Archie Yates, Shaun Slade, and Jess Magnus. The game was developed for Dare to be Digital , a 7 week competition for students to develop original IP in a simulated workplace environment in teams of 5, for the games to be showcased at Dare Protoplay in Dundee, Scotland from the 7th – 10th of August. The final build we have produced for ProtoPlay consists of 5 levels, and introduces the player to the different features and controls across three tutorial levels, with increasing difficulty and less linear level designs, and two final levels to put their puzzling abilities to the test.

Kuria Gameplay

 

Kuria was developed using the Abertay Framework for Playstation Vita, us to develop the game with access to the Sony Vita SDK. The game was developed entirely using C++. A more in depth discussion of development can be found in my blog post on developing for the vita and the iterative development of Kuria.

 Trailer

Kuria was my first full 3D game project developed entirely with C++. As part of the project I developed a system for parsing through .scn files to create the levels in the game. This required parsing through mesh names to create game objects, assigning meshes to those game objects based on the scene file, handling bad data, and allowing access to the game objects within the game. This was vital for the game, as it allowed us to create 3D levels completly in Maya, export them for the game and test them rapidly, making tweaks quickly and easily to level design without having to manually alter objects in the scene manually through code.

Kuria Controls

I was also tasked with developing the tutorial UI system that is part of the game, which meant handling when the player object passed through the in game trigger objects to set off the UI object, displaying and animating tutorial objects to indicate to players the control gestures, and handling the clearing of these UI objects when the player successfully completed a gesture. Because of the complexity of the controls,a nd the fact that users naturally wanted to use the hardware buttons of the Vita or the gyroscope, it was key to the games development that the tutorial GUI prompts were clear to the player, with clear indication as to which touch panel and how they were to complete the gesture.

The press kit for Kuria is available here.

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