Unity - "Dawnspire Odyssey" A Turn-based Tactical RPG 【Final Year Project】


Teaser Video:

Introduction:
This is a Final Year Project, created by a group of 3 students. I was the lead programmer in this project. This is a medieval fantasy themed turn-based Tactical RPG. Players control a party to fight against enemy.

Game Mechanics: 
  • Turn-based System
  • Tile-based System
  • Pathfinding for movement on a tile-based map
  • Combat System
  • Character Level and Stats
  • Character Skills
  • Action Points
  • Character Inventory System
  • Character Ailment State (e.g. Incapacitated, Paralyzed, Poisoned, etc.)
  • Unit Actions:
    • Movement
    • Attack (basic attack or unique skills)/ Defend
    • Use Item
    • Skip turn
  • Camera System
Demo Video:



--- Game Mechanics ---

Area of Effect (AOE) Damage Skill


Combat System


Each characters have a basic "standard" attack. Characters will gain new attack skills as they level up. Each character's standard attack or skill attacks will have different targetable range which is indicated as blue tiles as shown in the image above. When player selected an attack option, all enemy target within the attack range will be indicated with a yellow tile below them.

Character Stats

Each character have their own stats which includes Health Points, Action Points, Experience, Physical/ Magical Strength, Physical/ Magical Defense, Attack Potency and Attack Range.

    The Strength, Defense and Attack Potency stats will affect the damage of the character can deal and the damage of the targeted character taken.

Player Character's Stats.

Non-player Character's Stats.

Items and Inventory System

Each player characters have their own inventory of items.

Inventory of a Selected Player Character.

Character Ailment State System

Characters can be in special state during a combat which will affect the gameplay. For example, when a character's Health Point (HP) is depleted, it will be in a "Down" (incapacitated) state which it cannot move on the next turn until an ally character uses a healing item on it to recover from the "Down" status.

    A small amount of HP is granted to the character when they become “Down” status, if the HP is depleted to 0 again during “Down” status, it will be in “Dead” state which means the unit will be removed from the level.

This ailment state system could be expanded with new status such as poisoned or paralyzed which will affect the ability of the character during a combat. 

A character in "Down" State.

Turn-based Gameplay

Players plan and execute their strategy during their turn. Each characters can only perform one action (e.g. attack, defend and use item) other than the move action. Once all player characters had performed an action, the game will moved to the opponent's turn. Once all the enemy's characters had performed their actions, the game will return to player's turn. The turn will repeats until either side of the characters had been completely eliminated.

Beginning of Player's Turn.

Beginning of Opponent's Turn.


Tutorial Pop-up Windows

Screenshot of Tutorial Pop-up Windows in the beginning of the game.

Pause Menu

Pause Menu.

Character Status Information in Pause Menu.

Field Notes in Pause Menu.

Game Config in Pause Menu.


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Quick Game Guide

Early Development Phase

Prototyping
I developed the game prototype with basic core mechanics such as tile-based movement, turn-based mechanics, character stats, inventory, basic combat mechanics and non-player characters AI in the early stages of the development.
We implemented a placeholder UI in the prototype to facilitate the gameplay. We also planned out the in-game UI layout and the position of each UI elements on the screen. 

Prototype Stage Screenshot 1

Prototype Stage Screenshot 2

Implementing 3D and 2D Assets

Early Development Stage Screenshot 1

Early Development Stage Screenshot 2

Early Development Stage Screenshot 3


Credit:
Loo Kai Shen - Game Designer and 2D Artist
Tan Chee Sang - 3D Artist

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