and save the Realms from being plunged into an Eternal Winter
StormRend: Realm in Ruins is the exciting major capstone project that me and my team has just successfully completed and was showcased at our end of year event. Our game was loved by both friends, family and the industry alike, and we couldn't have been any prouder of our work and achievements.
Friends, family and industry enjoying our game at our AIE Graduate Showcase!
In an effort to create the best game I possibly could I am
bringing everything I have learned during my two years here at AIE to the table and worked
extremely hard to reach all the milestones.
As usual, I concentrate on keeping the codebase clean, readable and versatile, and make sure all systems are well architected for greater flexibility and ease of development.
These are the systems that I had implemented in this game:
Core
Systems
• This includes a Turn-Based and
Stackable State Machine to help easily handle both the turn-based game play as well as the
any menu systems.
• A User Input Handler that
allows the player to actually select/deselect, move and perform abilities on the
units.
• A
Unit Registry helps locate and keeps track of each unit and has methods to assist other game
systems with locating units.
Tile-Based
Mapping System and Editor
• I joined the project late due to one of
the programmers leaving since then found a job. The code at the time was very
prototypical and so I did a mass refactor and simplification of the entire mapping
and tiling system, making it easier for us programmers and our team to effectively
work with.
• I wrote map editing and prop painting tools which allowed one of our
great artists to rapidly create the beautiful levels you see in the game. All four
levels were created within a couple of days thanks to my tools.
Ability System
•
I have improved the ability and effect system so that it is more simplified and
easier to work with behind the scenes. I've also added status effects which allows
logic to be run on certain units at the beginning, during and finishing a turn; it
is somewhat of a crude state machine. This allows units to have persistent status
effects such as blindness and crippling that lasts for a certain amount of turns.
Artificial
Intelligence
• The BhaVE AI editor that I
developed during this project allows the team members to easily create custom AI
logic that can be immediately implemented in the game without programmer
intervention.
Other elements of the game I worked on
include:
• Audio and Sound FX systems
including a audio magazine system that holds multiple clips which the designer can adjust
the rate of chance the audio would play as well as the
• Unity Timeline based
sequencing, subtitles and cutscene systems
•
Various custom inspectors and property drawers to help the productivity and workflow of the
designers
•
Other custom utility, extensions and debug tools
Here is an progress update on some of the most recent features
I've implemented in this project:
WYSIWYG HTML Editor