Engine: Unity Language: C#
Development Time: 4 months Role: Sole Developer
A linear RPG with optional progression choices. The player will encounter enemies, upgrades, healing stations, and voice recordings that tell the tale of what occurred in the lands you now wander.
Responsibilities:
Turn-based combat system with attributed attacks
Rogue-like progression
UI/UX Design and Functionality
Audio editing
Behance: https://www.behance.net/gallery/134718115/Aersidde
Itch.io link: https://ben-cohen.itch.io/aersidde
Github: Source code
Combat system is a finite state machine with the following mechanics:
Initiative is based on the players speed stat versus the enemy.
Enemies will be susceptible to an attack attribute type (Physical, Tech, Magik)
Player can attack, defend, or heal during their turn
Player has attack options that can buff themselves for a certain amount of turns
Healing items are only obtained by choosing to save heal packs when selecting healing nodes in the navigation
Basic Enemies have randomized loadouts and weaknesses
Bosses (unavoidable battles) have specific attack patterns and weaknesses that the player must learn and adjust to
On a battle victory, the player can allocate a single skill point to Speed, Strength, Integrity, or Mana
The player will receive up to three nodes at once to select from. The game is not random and is a prearranged array of Node objects.Â
These Nodes are Unity Scriptable Objects, allowing for easy rearrangement and reusability when creating multiple, similar encounters.
The prearranged array is also a Scriptable Object, allowing for quick swapping between different configurations when testing systems and creating demos.