Shrinelands Tactics
A downloadable game
Technical prototype for the combat system for Shrinelands, a co-op game about exploring distant lands and encountering deadly foes.
Composed of the Unity client and standalone server, which also includes old-school play through the command line or via Discord bot.
In the prototype I focused mostly on some technical achievements
- authoritative server model using MVC for clients
- allowed for easier development by separating game logic into a DLL outside of Unity
- being turn-based means that the networking can be pretty straightforward, with players simply sending what actions they want and the server returning state updates to all connected clients
- data-driven abilities
- all character abilities are driven by JSON configuration files, allowing for easy rebalancing and fast creation of unique skills
- leveraging Unity's animation system as a finite state machine for the UI
- a bit of boilerplate to make it working, but being able to easily visualize states in the animation window helps maintain consistency, and using events/dependency injection with the states helped avoid bugs in UI edge cases
Also from playtesting I've focused on a few design considerations
- a focus on abilities which change the environment
- abilities such as the Chalice Bearer's "Pour Out", both healing and converting a tile to a water tile, possibly slowing enemies or dousing the fire elemental's advance
- firedancer's being able to create flames - using them as portals or as area denial
- the ever advancing tide of the slimelord - slowly converting an area into viscous slime, allowing him to travel with ease but cutting off foes
- novel combat resolution based on cards
- more tangible representation of odds by seeing the deck of options
- can include modifiers as themed cards, making bonuses more grounded in the fiction
Status | Prototype |
Author | CodyEthanJordan |