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The game focuses on intense turn-based tactical combat between fleets of around 3-6 space ships. These ships are completely customizable by installing various components like weapons, shields, armour, thrusters and power plants. Between missions, the player can explore the galaxy in search for habitable planets for his/her race to colonize.
Project Timeline: Sept 2014 - April 2015
Platform: Windows
Engine: Unity
Team: 2 game programming students (We also had student artists providing some of the assets but they were not officially part of the team and had no input into the design of the game)
My contribution:
Roles: Lead Programmer, Designer, Producer
Designed all major systems and connections using UML.
Created several Editor Tools for convenience and faster development.
Extended the Unity Engine using class extensions.
Utilized advanced Unity Engine features such as Scriptable Objects and Coroutines.
The entire game is driven by events and coroutines.
Heavily data driven.
Employed Design Patterns such as Object Pool, Factory and Observer.
Utilized advanced C# features such as Reflection, Linq, delegates and closures.
Complete persistence of game state, ship designs and game settings to hard drive.
The game focuses on intense turn-based tactical combat between fleets of around 3-6 space ships. These ships are completely customizable by installing various components like weapons, shields, armour, thrusters and power plants. Between missions, the player can explore the galaxy in search for habitable planets for his/her race to colonize.
Project Timeline: Sept 2014 - April 2015
Platform: Windows
Engine: Unity
Team: 2 game programming students (We also had student artists providing some of the assets but they were not officially part of the team and had no input into the design of the game)
My contribution:
Roles: Lead Programmer, Designer, Producer
Designed all major systems and connections using UML.
Created several Editor Tools for convenience and faster development.
Extended the Unity Engine using class extensions.
Utilized advanced Unity Engine features such as Scriptable Objects and Coroutines.
The entire game is driven by events and coroutines.
Heavily data driven.
Employed Design Patterns such as Object Pool, Factory and Observer.
Utilized advanced C# features such as Reflection, Linq, delegates and closures.
Complete persistence of game state, ship designs and game settings to hard drive.
Gameplay Video
A fully designed frigate
The Mothership
Targeting an enemy
Galaxy Map