Placeholder

Quick description

Role Role, Role
Timeline Season Year
Team Size Solo / Team Project
Tools Tool, Tool
Tool Language Skill Skill Solo / Team Project

Overview

Slightly longer project description

Trailer

Technical Implementation

How did I do it?

Key Systems or Features

Technical Challenges

One of the biggest challenges was creating a flexible quest system that could handle dependencies without hardcoding every interaction. I developed a data-driven approach using ScriptableObjects that allowed me to design various new quests without creating additional code. The system tracks quest states, prerequisites, necessary objects and interactions, and outcomes through a centralized manager that other systems can query.

The dialogue system utilizes the Unity Event System to allow NPCs and enemies to trigger conversations based on game state. This decoupling made it easy to add new dialogue options and conditions without modifying existing code.

Code Architecture

The project follows a modular architecture with clear separation of concerns. Core systems (dialogue, quests, inventory) are built as independent modules that communicate through events and interfaces. This made the codebase maintainable and allowed for easy testing of individual systems.

Gallery

Outcomes & Learnings

This is what I learned. This is where the project was shown.

Links

Play on Itch Watch Gameplay Footage

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