The Adventurer’s Guild is a narrative driven simulation management game. You play as the newly appointed Guildmaster of the Northern Plains. Send adventurers to fight monsters, explore the land, settle disputes, and interact with powerful factions.
TAG was my first time developing a large game alongside a team. The game is entirely UI based, and so separation between data and UI was pivotal in order to keep the codebase maintainable. Early on, I introduced the concepts of C# actions, events, and delegates to the programming team, and suggested ways for us to structure the code.
Up to this point, I have had a few years of experience with developing games in Unity. I believe that the knowledge I gained from previous projects allowed me to do great work for TAG.
Banner of Flames is a simple tactics games modeled after one of my favorite game series: Fire Emblem. You control units on a square grid, and guide them through the level against dangerous enemies.
Prior to this game, I had no experience with graph search algorithms. One of the biggest challenges was displaying tile information when hovering over an enemy unit. The color blue reflects tiles that the enemy unit can move to, while red tiles represent the unit’s extended attack range.
One of the more simple yet substantial mistakes I made was the lack of a proper state machine. It became very hard to debug code as I did not understand the conditions that were causing bugs to happen. I ended up rewriting the code to include a proper state machine, allowing for development to continue.
The very first game I developed in Unity. A simple platformer where you must collect all the rings in a level before touching the flag at the end.
The first half of development consisted of creating all the various stage hazards and objects that the player could run into: Spikes, enemies, springs, platforms, etc… While the second half of development was simply creating the levels themselves.
My main takeaway from this project, was that physics and collision are very delicate matters that need to be treated with precision. Throughout development, I ran across many strange behaviors as a result of not understanding Unity’s physics and collision system; Knowledge that I will carry with me into future projects.