EXPERIMENTAL WEB GAME

Water and Rings

An interactive web game that simulates the classic water ring toss toy. Players control two buttons to release water jets, guiding floating rings onto prongs. The game combines physics, patience, and precision, offering a nostalgic yet engaging challenge. The goal is to land as many rings as possible on the prongs using the water currents generated by the buttons.

Idea Conception

This project was inspired by the classic handheld water ring-toss games, where pressing buttons launched tiny rings onto pegs in a water-filled container. I wanted to capture that charm while experimenting with digital movement, floating physics, and whimsical aesthetics.

Digital Concept

In adapting this concept into a digital format, the goal is to retain the tactile feel of the original while introducing interactive elements that enhance the experience. Players will control two virtual buttons, each corresponding to a water jet positioned at the base of the tank. Pressing these buttons releases a stream of water, propelling the rings into motion. The challenge lies in mastering the force and timing of the water currents to guide the rings onto the prongs.

Goals

  • Digitally recreate the physical feeling of the water ring-toss toy.
  • Make the interaction feel tactile and satisfying through animations and physics.
  • Design a simple, intuitive interface that works across devices.
  • Explore playful interaction design through a game lens.

Libraries

  • Three.js - for rendering 3D graphics and creating the game environment.
  • Ammo.js - for simulating physics, including water dynamics and ring movement.
Steps

Coding Process

The development of the Water and Rings game involved several key steps, including setting up the 3D environment, implementing physics for the water and rings, and creating an intuitive user interface.

Challenges

  • Ammo.js has limited 3D shapes, which does not include a torus. In order to create a torus style collision box, multiple spheres had to be arranged in the shape of a torus. This leads to issues with collisions on the prongs
  • Raycasting has issues on mobile due to native functions on tapping the screen.

Future Improvements

  • Refine collision boxes on rings to allow them to land on the prongs correctly.
  • Implement a score counter.