Bright and Brutalistic
Description
This game was created out of the idea to combine a real time strategy approach with a first person controller. The player moves across a bright and brutalistic environment and commands three drones to fight groups of enemies. Drones (and enemies) come in three types: melee fighters, ranged fighters and shield units. Each type has specific strengths and weaknesses against the other types. After each won battle one of the players drones can be levelled up, increasing its combat stats. Players can choose which units to draft for their team and which units to level up after battle. This clears the way for a lot of experimentation with different strategies, which is a big part of the fun.
My contribution
- Game System Design
I co-created the core concept of the game. The plan was to experiment with a unusal genre mix and we decided to go for a real time strategy approach with a firt person controller. I designed and balanced the three different unity types as well as their combat behaviour. Additionally I worked on a progression system, which allows the player to enhance on of their units after every won battle. - Enemy encounters
I was responsible for creating and balancing enemy encounters and placing them in the level. In addition to an increasing power of the individual enemy units I wanted every encounter to have a unique feature. Some examples are listed in the second image reel. As the game encourages the player to try out different team compositions, I also created the encounters in a way that allows multiple approaches, such as different attack angles or the possibilities to lure the enemies into a choke point or kite them with the first person character (which dies within a few hits). - Programming
Next to smaller programming tasks my biggest contribution of technical nature was the design and implementation of the complete combat system, including the enemies AI.