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The Biggest Bad There Ever Was

Project Status             Demo Release

Project Type               College / Group Project

Project Duration        ~4 months

Software Used           Unity

Languages Used       C#

Primary Role(s)           Systems/AI Programmer

About Biggest Bad

Biggest bad is a project started as part of my Senior year Capstone project Champlain College in which we went through the full production process of a game demo.  Our team of 7 people over the course of 4 months concepted, interated, implemented, and presented our work.  I took the role of systems programmer, handling much of the backend environmental systems as well as the implementation of enemy AI.

Gameplay Mechanics

Skill Minigames

Each character the player controls has a number of skills, each with a unique minigame to determine the succes, failure, and effectiveness of the ability.

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Quick Time Defense

Enemies' attacks can be mitigated through the use of blocking.  When an enemy attacks the player will be given a chance to activate their block at a key moment just before the attack hits them.

defpic.png

Energy

By using basic skills and succeeding skill minigames, the player can build up energy that can be expended in order to use more powerful abilities.

Other Information

skillpic.png

Gridded World

The battlefield is split into a gridded formation with each tile able to hold special effects, such as the sand limiting character movement.  The player can select tiles to move or attack on their turn.

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Other Contributors

Keegan Buckingham    - Systems Designer

Alissa Liu                        - Narrative Designer

William Esancy              - Level Designer

Kiera Robie                    - Environment Artist

Avery Whitehead          - Character Artist

Merle Roji                      - Systems Programmer

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My Contributions

Grid Systems

Enemy AI Implementation

Environmental and Ability Status Conditions

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Link To Project

https://dreamingblade.itch.io/the-biggest-bad-that-ever-was 

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