Break the Siege

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.

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

Game Design
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Designed hero RPG character concepts
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Implemented heroes into game
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Balanced and tweaked RPG gameplay based on playtests
Game Programmer
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Learned to work with gameplay asset
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Refactored existing programming to fit project needs
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Implemented new mechanics with consistent style
Game Programmer
Core Mechanics Created:
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Spawnable Groups of Enemies
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Waves of Enemies
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Character Leveling & Progression
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Ability Cooldown
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Custom Parameters/status effects

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.