
Crystal Brigade
Tactical RPG indie game on hexagonal maps
After getting laid off, I decided to simultaneously start building a SaaS and pick up my prototype and resume development.
To my horror, the code I had written previously was not suitable for continuing to work on as it stood (my skills a few years back simply weren't where they needed to be). I decided the first thing I would do is completely refactor the underlying core of how the tile-based game was built.
As I developed it, I realize a tile system wasn't my saleable feature so I decided to release the code open source as motivation.
https://github.com/CtrlShiftMake/unity-package-library-CubeCoordinates
As of this milestone, I have a functional prototype which loads a JSON map, constructs the scene and allows characters (cube placeholders) to move about the map and use their attacks, spells, items, gain experience and even level up! The base structure is completed and now the real fun begins :)
In the evenings/weekends after work, I built a prototype in Unity by reverse engineering the mechanics of one of my favourite games of all time, Shining Force 2. I managed to get a bunch of blocks moving around and "attacking" each other.
The prototype more-or-less just sat in my personal GitHub repository for the next couple of years and the project remained in the back of my mind. At the time, I was too busy with my day job and trying to climb the professional ladder while saving money for the "one rainy day" I would get to resume work on it.
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About
Indie games have always been an inspiration and some of the best gaming fun. After building a functional prototype, I decided I wanted to accomplish a life goal of releasing my own game.

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