A 2D top-down RPG featuring dialogue systems, quest tracking, inventory management, and combat mechanics
The Worst Knight of the Round Table is a 2D top-down RPG that follows an incompetent knight's misadventures. I implemented core gameplay systems including dialogue, quest tracking, inventory management, and combat mechanics. The game was featured in UT's SDCT Elevate Showcase in Spring 2025.
I built the game's core systems from the ground up in Unity using C#. It features simple yet robust systems for questing, inventory, combat, companions, and dialogue. It takes advantage of Unity's EventSystem to decouple components and allow for modular interactions between systems.
One of the main challenges was designing systems that were flexible enough to accommodate changing design requirements while maintaining code clarity and performance. I addressed this by implementing event-driven architecture, which allowed different systems to communicate without tight coupling. This approach facilitated easier debugging and future expansions of game features.
Additionally, balancing the combat mechanics to ensure they were engaging yet accessible required iterative testing and refinement. I created a feedback loop where I could quickly adjust parameters and test changes in real-time, leading to a more polished final experience.
This project utilizes a modular code architecture, with separate components for each major system (dialogue, quests, inventory, combat). The use of Unity's EventSystem allows for loose coupling between these components, enabling easier maintenance and scalability. Each system is designed to be data-driven, allowing for easy adjustments and additions without modifying core code. This architecture not only improved development efficiency but also enhanced the overall stability and flexibility of the game.
The game was featured in UT's SDCT Elevate Showcase in Spring 2025, where it received positive feedback for its humorous narrative and solid technical implementation. Through this project, I deepened my understanding of game systems architecture, systems balancing, and data-driven design patterns. The experience reinforced the importance of building flexible, modular systems that can adapt to rapidly changing design requirements.