Classic Turn Based Strategy Game made with Unity3D
The map is generated using Cellular Automaton. A pseudo random string is used to consistently generate the same map. The map is then smoothed a couple of times. Disjoint rooms are connected together to make the cave-like map more realistic
Pathfinding algorithm is used to determine the location of a non-ai player. The AI then proceeds to move to their nearest attack range and attack the player.
A highlighting system was used to show the valid action ranges (for movement or attacking)
A basic weapon system was implemented to modify base stats
- Item/Weapon pickups
- Create team based system
- Create a level system for characters
- Persist data in a saved state
- Smarter AI
- Fog of war
- Mission objectives
- Create multiple stages