This is a passion project which I conceptualised, wrote and developed. The game takes place in a world where characters channel from 1 of 7 possible realms providing them with unique abilities. The game takes inspiration from tradition SRPGs like ''Fire emblem whilst adding the action management of board games such as 'unmatched' and 'here to slay'. The game features a campaign mode with scripted cutscenes
The game features a fully customisable and modular dialogue system. Each encounter can be either 'Field type' (meaning in combat) or a cutscene.
In cutscene dialogue, the handler connects to a container placed in world. This container holds markers which can be used to move or rotate the characters in the dialogue. Characters are automatically spawned in the first markers, for example of 3 characters are specified, the first 3 markers would be used as their spawn locations. Each line of dialogue gives the option to which marker the camera will focus on and at what rotation and zoom. Characters can be selected to move or rotate towards other markers in the level, specified by the array index of the marker.
Field type cutscenes find the characters needed for the cutscene in level and does not offer any camera customisation support. Setup is similar but instead of markers, the camera will move to the specified character. If the character is not found or dead, the camera will not focus on them.
The main focus of the game is the combat. Each character has 3 action points which can be spent to do any action in any order. Each action has a different cost:
Movement (Basic movement ) - 1 point
Attack (A base attack specific to each character )- 1 point (If the second attack of the turn, 2 points)
Ability (Any of 3 abilities that change with each character- 2 points
Channel (Adds a level of channeling, when full, the character gains access to an extra ability called 'Full Dive')- 1 point
Dash (Adds extra movement based off of characters dash value) - 1 point
For example, a turn could exist of movement, dash, attack/channel. Or movement/attack, ability.
Movement is done through an adapted A* pathfinding algorithm. A scan is done, highlighting possible reachable tiles and stores them in an array with the path needed to reach the tile. The algorithm takes movement in layers, meaning that each layer is made up of each adjacent tile to all tiles in the previous layer that have not been scanned yet. If a tile is scanned twice, then the algorithm will check to see if the new path is shorter then the one that tile has on record. Tiles are highlighted based on if they need to boost to reach them
The game was also made by Henry Bunn and Max Senior with some additional VFX support provided by Adam Clark
Assets from Kenney assets were used
'FREE Low Poly Weapon Pack' by Kickin It Studios used - https://kickin-it-studios.itch.io/low-poly-weapon-pack
Fonts were used from google fonts