For this university module, 6 weeks were granted to create a game within a chosen engine, with a small group of up to 5 students.
For Stronghold, we decided to create an X-COM-style game, with heavy influence from Fantasy TTRPGs, such as Dungeon & Dragons. This included a "home base", which is a village sporting the same name of the game. This allowed players to: Recruit randomly generated characters, equip and dismiss currently owned characters, purchase new items at the shop, look at the stats of their characters and send their characters out on quests.
These quests took players to a map in which the player could find free loot, as well as enemies for them to vanquish.
For this project I took a lead role, breaking down the work that needed to be done and presenting the people within our group with manageable tasks. In this project, I was responsible for: The randomly generated character system ( including hiring, viewing the stats and dismissing the characters ), the inventory ( including any equipping and unequipping ), the shop, saving & loading and AI enemy movements & attacks.
Utilising an Agile framework, we ensured that work was efficient and that each person was contributing as much as they could, utilising daily standups to maximise our efficiency.
This project gave a lot of insight into engine-based development, as well as a great look into UI/UX for players.
For Stronghold, we decided to create an X-COM-style game, with heavy influence from Fantasy TTRPGs, such as Dungeon & Dragons. This included a "home base", which is a village sporting the same name of the game. This allowed players to: Recruit randomly generated characters, equip and dismiss currently owned characters, purchase new items at the shop, look at the stats of their characters and send their characters out on quests.
These quests took players to a map in which the player could find free loot, as well as enemies for them to vanquish.
For this project I took a lead role, breaking down the work that needed to be done and presenting the people within our group with manageable tasks. In this project, I was responsible for: The randomly generated character system ( including hiring, viewing the stats and dismissing the characters ), the inventory ( including any equipping and unequipping ), the shop, saving & loading and AI enemy movements & attacks.
Utilising an Agile framework, we ensured that work was efficient and that each person was contributing as much as they could, utilising daily standups to maximise our efficiency.
This project gave a lot of insight into engine-based development, as well as a great look into UI/UX for players.