Genre: Real Time Strategy (RTS) game
Platform: PC
(Itch.io)
Engine: Bustom Engine (custom engine)
Team
Size: 6 (3 Artists, 2 Programmers, 1 Designer)
Production
Duration: 18 Weeks
In a battle of light vs dark, take charge of your faction and fight for control of the abandoned mall in pursuit of the ultimate hangout spot.
Title Screen & Narrative
Random FMV's would play in the background which helps to set the tone of the game before any gameplay even begins.
HUD information
Having adequate information was a big challenge but making sure the player could see health, minion count, the map and timer was most important
Particles & Setting
Simplified particles that help portray the time period that
the game is set in and are not too modernised.
Fight begin organically
Due to the nature of the game and the way to win, fights occur naturally at capture points and vary massively depending on obstacles in the level.
Roles and Responsibilities:
Producer:
- Managed workload amongst team, using a combination of HackNPlan, Microsoft Excel and Microsoft Teams.
- Prioritized work to keep a consistent flow throughout the project for each individual on the team.
- Helped alleviate stress from the rest of the team where possible.
- Organised for programmers on the team to teach core systems of the engine to the rest of the team.
Game Designer
- Created planning documentation for the game as a Game Design Document.
- Designed the player control.
- Designed all core mechanics, these include hordes of minions, minion generation system and the capture point system.
- Created and iterated on the design of the level to ensure an even playing field for each team while still enabling certain units to be most beneficial in different locations on the map.
- Tweaks to gameplay to make it feel more responsive and have a smoother experience.
- Designed the user interface and menus. To create a feeling that you are watching a show from the early 2000s.
- Designed tools in the custom engine to help the workflow whilst in engine for all team members.
Audio Designer
- Edited sound cues to get the desired audio for each action in the game.
- Sourced all audio files either under CC0 or via a Soundsnap student license.
Quality Assurance
- Tested and created reports on bugs and features that felt incorrect as to what was described within the Game design document.