Game Design - tritonbui/Kitchen-Sink Wiki

Original URL:

Game Design

Design Pillars

1. Go at your own pace

2. Beautiful but Dangerous

3. Modular

Level Design Summary

Powersink is a 3rd person 3D level-based puzzle game and platformer. All levels revolve around the mechanic of powering circuits by placing a power orb in a receptacle block. The aim of each level is to power a signal block, which unlocks a bathysphere which will take the player to the next level. The game is designed to be highly modular, with each level being built from a set of predefined blocks and objects, which all interact with each other in different ways. This approach allows levels to be built very quickly and easily, once all the objects have been created in unity. Minecraft was chosen as a prototyping tool because of the modular, block-based nature of the levels, as it can be used to quickly build accurate 3D representations of each level that are easier to create and read than drawing the levels by hand.

Game Objects

Note: all names given to objects in this document are subject to change.


Conductor Block -> A basic block that conducts power. When powered, all connected conductive blocks will also be powered.

Insulated Block-> A basic block that does not conduct power.

Receptacle Block -> While a power orb is placed on a receptacle block, it will generate power and transfer it to all connected conductive blocks.

Signal Block -> When this block is powered, the tram will open, allowing the player to travel to the next level. The goal of each level is to power this block, then return to the tram.

Trap Block -> Conductive block that becomes electrified while powered. Touching the block while it is powered will damage the player, and it cannot be crossed. It becomes safe to cross when unpowered.

Spike Block -> The reverse of the trap block. While unpowered, it is covered with spikes that will damage the player and cannot be crossed. It becomes safe to cross while powered.

Toggle Block -> This block has two states: active and inactive. Hitting a switch will toggle all toggle blocks between these states. When inactive, toggle blocks are transparent, do not conduct power, and are not solid, meaning they can be passed through and cannot be walked on. When active, they are conductive and can be walked on, like a regular conductor block.

Moving Platform Rail -> These rails form a path for a moving platform to move along. Each rail segment is treated as a block, and conducts power, but is not solid and cannot be walked on by the player. (Next Semester for polish)

Moving Platform -> There is always one platform on a section of moving platform rails. While the rails are powered, the moving platform will travel up and down the path. The player can walk on this platform. (Next Semester for polish)

Other Objects

Power Orb: An orb that can be picked up and put down by the player. While a power orb is placed on a receptacle block, the block will generate power. A power orb will respawn at its original location if it is dropped off the edge of the level.

Tram: Each level has a tram that will take the player to the next level. The tram’s door is initially locked, but will open when the level’s signal block is powered. The tram is quite large, and is connected to a very long horizontal rail, so each level design must have space for it to be placed.

Switch: Used to control toggle blocks. Hitting a switch will toggle all toggle blocks in a level between active and inactive.

Torpedo: Slow-moving projectiles that are shot at the player in some levels. Touching them will damage the player. (Next Semester for polish)