|Release date||9 June 2022|
|Engine & Tools I Used||Unity 2020.3.5f1|
Unity Asset Store
Microsoft Visual Studio
GitHub & GitHub Desktop
|Development time||6 weeks|
Face off against your friends in a turn-based strategy of little proportions!
Inspired by Advance Wars, Fire Emblem and Final Fantasy Tactics, My Little War is a hotseat multiplayer turn-based strategy in which two players must challenge one another in a battle over land.
Command infantry and tanks and use the terrain to outwit your opponent!
My Little War was created in 6 weeks by a second-year student at the Academy of Interactive Entertainment, Melbourne.
My personal goals with this project were to develop my skills in programming and design, and to deliver a product that would satisfy the needs of a hypothetical client. I achieved this by setting myself a challenge to build a game that was beyond the skill level of what I had built previously, while remaining within the scope of a six-week project. This was aided by writing a production plan based on a fictional client brief, as part of my school assessment.
- Dijkstra & Pathfinding: I started building the project by researching Dijkstra’s algorithm and developing a pathfinding solution for a grid-based movement system. Thankfully, there are plenty of online resources for this and I was able to develop a working system in the first week of production. This system included tiles with greater “movement cost”, which are factored in when units calculate the quickest path to their destination.
- Movement Range: Once the graph node and pathfinding systems were in place, the next step was to develop movement and attack range systems, which would make use of HashSet collections. Given the importance for tile nodes on a grid map to be both unordered and unique, this method made the most sense for highlighting a unit’s movement range. The result was a functional, working prototype of the game, delivered in the second week of production.
- Polish: The remainder of development was spent polishing the game and making it presentable for a hypothetical client.
- This was aided in part by the implementation of free art and audio assets, many of which were modified (responsibly, of course) to suit the game.
- Extra polish was achieved with the design of UI art that was made to align with the shape of the game’s island map.
- Additionally, a water shader was created, which required further research into how to achieve depth effects with an orthographic camera.
Please refer to the full list of credits.
Andrew Nardi, 2022