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 player's drones can be leveled 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 an unusual genre mix and we decided to go for a real-time strategy approach with a first-person controller. I designed and balanced the three different unit types as well as their combat behaviour. Additionally I worked on a system, which allows the player to enhance one of their drones after every won battle.
- Enemy encounters I was responsible for creating and balancing enemy encounters and assembling them into a level. In addition to the increasing power of the enemy units I wanted every encounter to have a unique feature. As the game encourages the player to try out different team compositions, I also created the encounters in a way that allows for multiple approaches, such as different attack angles or the possibilities to bait enemies into a chokepoint or kite them with the first-person character (which has only very few hit points).
- Programming Next to smaller programming tasks my biggest contribution of technical nature was the design and implementation of the complete combat system, including the enemy AI.