Overthrone
SUMMARY
- Role: Programmer
- Status: Completed
- Team members: 7
- Duration: 6 Months
- Genre: Strategy, Turn-based
- Engine: Unity
Description
You are part of a group of adventurers and your hometown has been overthrown by a radical cultist faction. You have to tactically fight your way back to the kingdom to secure stability working together as a tactical squad.
Screenshots




My Contribution
I was the team lead and the tech lead. I had to be the generalist due to lack of experience in our team.
- Entity: A base class for entities (Common stats, Actions)
- Status Effect System: Stat Buff/Debuff, Unique Effects (Stun, Bleed, Weaken, etc)
- Turn System: Phases between each turn (Start of Phase, Player Phase, Enemy Phase, End of Phase)
- Grid Movement: Click (Astar pathfinding), Drag (Choose your path by dragging).
- UI: Gameplay HUD, Settings, Tooltip, Glossary, Inspect
- Tutorial: Introduction to the player for each hero and different mechanics
Reflection
This project was a good learning experience in planning since the genre and the scope of the game was large.
I was the project manager for this project, and keeping track of everyone's progress was a little overwhelming at times since I had to also lead the programmers.
Looking back, the game should have been done in 3D with 2D sprites, since it would solve a few perspective challenges for the artist.
Doing the game in 3D would have given it a lot more depth and feel to the game, and keeping the sprites 2D would make it a little more stylized and unique, a bit like a board game.
Doing the game in 3D would also allow us to work with 3D environmental lighting as well as a skybox for the environment.
But all things said and done, I am quite proud of this project since it was a genre I would like to tackle at some point.
