Frog Knight
***This is an early development build following a UI update!***
Please use 1/2/3/4 for dialogue options, buttons are still being worked on.
This is a prototype for my capstone, focusing on usability and scalability of code. I am the solo developer of this project and am leading all design!
If you're interested in the code, please check out the github repo here:
So far I've developed the following:
- An incremental turn based system - every action the player takes, progresses time by that amount after the action is performed. All other entities then act in whatever ways they are able to repeatedly until they have 'caught up' in time to the player.
- A performant grid manager and turn tracker, capable of having ~100 enemies active at any given time, with debugging visualizer available.
- Enemy AI - enemies have perception and track you, pursue you, and can lose track of you based on distance and speed (attacking you is coming soon)
- Attributes and spells - casting spells, targeting reticles, and aoe attacks are all implemented. currently attributes are mainly hp, mana, speed, etc. others are implemented but have no interaction.
- magic missile - single target damage
- fireball - aoe damage
- heal - heal a target
- slow - slow a target's actions across the board
- UI - click and drag items, pick them up off the ground, and drink potions to regain hp and mana
- Items - equippable (in development still) and consumable items that give stat changes
| Updated | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Play Star Studio |
| Genre | Role Playing |
| Made with | Unity |
Download
Download
Generation Design.pdf 2.6 MB




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