

2.5D/ HD2D
I built a sample 3d environment populated with 2D sprites with custom shadow-casting properties to convey the HD2D effect in both overworld and battle scenes.
Battle System
I built a turn-based manager as you would have expected in genre classics, with stats, creatures, encounters, attacks, turn order calculation, damage calculation, and pre/post combat sequences.
Additionally, a time sensitive modifier that affects turn order based on how fast a player takes an action.


Scriptable Object Data-Oriented
I structured all static-data resources of the project as scriptable objects to envision a scalable architecture. Through GUID indexed custom databases classes and scriptable objects, it is fairly easy to create new game content such as creatures, attacks, types, effects, encounter tables, trainer teams etc.
Game Art Assets
I created all the pixel-art animations of the project. This includes creature sprites, and base attack sprites, and overworld sprites. 2D higher resolution character portraits, and 3D models were borrowed from creative commons sources, properly credited.


Event Bus
I built an event bus architecture as a solution to separate systems to communicate without coupling.
Referencing the event bus as a common denominator, separate systems could subscribe and post events in a very organized, modular manner.
Dialogue System
I built a prototype dialogue system that allowed basic expected functions such as dialogue trees, multiple choices and trigger event feedbacks. As this was not the main goal of the project, it was still on an early development stage.




