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RTS GAME MECHANICS

RTS GAME MECHANICS

Mechanics for a fully formulated RTS game. A queue-able command based system for unit behaviours and interactions, worker loops, constructing buildings, producing out of buildings, passive unit stances, fog of war, mini-map, hidden/stealthed/flying unit types and more.

RPG DAMAGE CALCULATIONS

RPG DAMAGE CALCULATIONS

A system for calculating a complex interaction between characters with different stats for dealing damage and healing. Features timed buffs, damage, critical hits, attack speed, armor penetration, evasion, damage reduction, damage reflections, heal reduction and many other stats that affect the final damage numbers dealt or received by characters in an RPG style game.

TURN-BASED STRATEGY GAME ENEMY AI

TURN-BASED STRATEGY GAME ENEMY AI

Behaviour and logic for an AI opponent in a turn-based puzzle/strategy game. Calculates statistically optimal moves and chooses moves based on the game difficulty and game state to provide varying levels of challenge to the players.

PROCEDURAL MAZE GENERATION

PROCEDURAL MAZE GENERATION

Three different maze generation algorithms for orthogonal, hexagonal and circular mazes using hierarchical instanced static meshes.

RPG INVENTORY SYSTEM

RPG INVENTORY SYSTEM

An RPG inventory system with tooltips, sorting, an equipment panel, item rarity, drag and drop rearranging and visual model changes with different equipped gear.

ADVANCED LOCOMOTION SYSTEM

ADVANCED LOCOMOTION SYSTEM

An advanced locomotion system for climbing obstacles, vaulting, foot IK, climbing ladders and ropes, jumping based on character foot placement, leaning, turning crouching, sprinting.