"Famine Tomorrow" is a turn based RPG that was created by myself and five other students
at The Ohio State University. The game was supposed to follow a group of 3 characters
that traveled through various stages, traversing through hexagonal grids to defeat
enemies. Due to a time-crunch, only one level was finished, though the project
remains open for progress in the future
Famine Tomorrow is a turn-based RPG built in the Unity Development environment. Players take control of 3 different characters in a party, and attempt to defeat all the enemies in the environment a la Fire Emblem.
Players navigate through the environment via a hexagonal grid. They move each character by first selecting the character (clicking on them or using tab to cycle through them) and then clicking move. This will bring up a particle system detailing how far they are able to move.
The player can also bring up the possible movement for the enemies by clicking on them. The enemies will target whatever the weakest player character in range is, but will not move if there are no players in range.
If the player is within attacking range of the enemy and they then click attack, or if the enemy is within attacking range of the player, a battle animation scene will be initiated (this is detailed more below).
If the player is able to defeat all the enemies before all the players are defeated, then a victory screen will appear and the world map will reappear (due to imbalanced play, this will typically happen). At this point, the player should be able to select the next level, however due to a time crunch, this did not happen.
My biggest contribution to the project was creating animated cut-scenes for whenever an attack occurs, either by player or enemy. Which attack is chosen is dictated by what the result of the attack is; if it is a one-hit KO on the opponent, a different attack will be chosen than if the enemy is hit, then a counterattack happens. A variety of attacks were made, and all are detailed below:
A last-minute addition was to create an intro scene which set the scene for what was going to happen in the game. This scene is VERY rough around the edges but, in essence, used multiple cameras to pan around a scene with the main character and a few torches, while a voice-over (by me) sets the story in motion.
Created a few canvas elements, chiefly the text on the intro scene and the text that names which attack in battle is being used. Also solved a bug that came from UI elements not being anchored in the proper spots