A single player, isometric, turn-based, tile-based, stealth-action, strategy card game set in the EVE universe where the player takes on the role of a hired agent, used by several criminal organizations. Using an array of card-based tools and actions, the player will complete contracted missions given to them in a stealthy fashion.
This was developed as a University project around February 2021 in my second year in Unity. We wanted to do this project because we wanted to challenge ourselves with the combination of cards and stealth.
The cards were a major part of the game. This therefore meant that someone would be designated in figuring out the gameplay of the cards. I took this role and designed both the layout to ensure the cards were legible and interesting to look at and the functionality of the card. As well as this, I designed a variety of cards mechanics such as turning off the lights, throwing scraps and a trap. This also meant I needed to determine how long the effects lasted. In the deck, we had burner cards (cards that did nothing) and needing to ensure there was a balanced amount of burners within the deck. The image of the layout is testing the different cards in a prototype of a level.
Kristian Dimitrov - Programmer
Abhinav Saha - Level 2
Saihaan Shahid - Level 1
Mario Mingoia - Cards Design/ Programmer. I designed the interactions with the cards as well as the Card UI. On this team, I was also the lead. I lead the team with empathy meaning that if they were struggling, I gave them a safe space to talk or to take some (especially as this was during the height of lockdown and the Pandemic). Another part of being the lead was being open to push back from the other members on ideas, mechanics and implementation and being open to other ideas.
Emilio Andreou - Narrative
The game turned out so well that (as the last time I checked), the Course Leader is using the game as a way to advertise the course. It also got the team all relatively high grades.
Despite not following the brief, we were able to make something really unique that was interesting to play as well as all of us working well together as well as being able to effectively communicate any issues we had especially as it was during lockdown in the COVID-19 Pandemic. It was success was the team as we worked quite well with each other meaning that we always looked forward in working together as well as making it easier to give feedback to each other. A part of the reason why we worked well as team was because we were (and still are) friends.
A issue with the game was figuring out how to balance the cards around each other and the stealth. This was because we didn't want the player to become over reliant on a certain card. This was solved because of the successful Design of the cards of balancing the cards in Spreadsheet Software, Paper Prototyping and going back to see what could be changed. An area of improvement is to always Paper Prototype no mater what mechanics are being Designed.