Nicholas Tvaroha
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.
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.
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
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.
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