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Break the Siege
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Independent Project

Break the Siege was my first independent project after graduating from DePaul. I ended the project in an alpha state, but I still learned a lot and consider it to be an important part of my game development journey.

Game Concept

My goal was to create a PC and mobile game that I could publish. The gameplay was meant to be a mix of Fire Emblem and Plants Vs. Zombies. The result is a turn-based RPG that gives the player control of a preset party of characters.

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The story is set in a medieval fantasy world and revolves around a small village. A portal to a different dimension opens up, and hell-beats begin to assault the village every night. In order to protect their home, the villagers must repel the attacks every night.

What I Accomplished
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Game Design

  • Designed hero RPG character concepts

  • Implemented heroes into game

  • Balanced and tweaked RPG gameplay based on playtests

Game Programmer

  • Learned to work with gameplay asset

  • Refactored existing programming to fit project needs

  • Implemented new mechanics with consistent style

Game Programmer

Core Mechanics Created:

  • Spawnable Groups of Enemies

  • Waves of Enemies 

  • Character Leveling & Progression

  • Ability Cooldown

  • Custom Parameters/status effects

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Using Gameplay Assets

In my first couple of gameplay prototypes, I programmed my own Turn-Based System. I was not as confident in my programming skills as I am now. I decided to use a Unity Store gameplay asset to try and speed up development after reevaluating the scope of my project. The “Turn-Based Strategy Toolkit” was the tool I used.

I one important takeaway from using the “Turn-Based Strategy Toolkit” is that using another programmer’s tools isn’t a get out of jail free card. Learning how to work with different programming styles takes time and effort. One challenge was that extra features I did not plan on utilizing could sometimes get in the way of features I wanted to add. I was able to successfully incorporate numerous mechanics into the toolkit, while maintaining a consistent programming style.

I am glad I took on the challenge I did. If I were to start this project again, I would skip the gameplay asset and make my own turn-based system. It’s likely to take longer, but I would have the advantage of knowing my own system and being able to tweak gameplay elements quickly.

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