Expedition is a turn-based combat game with strategy roguelike elements, where the player controls a team of fantasy heroes battling through grid-based levels in a newly-discovered land.
One of the game’s identifying features is its minimalist “drag-and-drop” input system in which actions are performed by dragging with the mouse cursor from the hero and releasing onto a target, with the action being decided based on what the target is.
Expedition was developed in Unity (C#).
I go into more detail about the implementation process on my Development Blog.
Expedition was created in collaboration with my friend and co-developer Pedro Ho, who was in charge of the art assets as part of his own final project within the BA Concept Art course.
About Me
Course: BA (Hons) Indie Games Development
Info and Skillset: Gameplay Programmer (and secondarily game designer) specialising in implementing game systems and features within Unity (C#), with a personal preference for turn-based and grid-based roguelikes and strategy rpgs.
Also Experienced in Unreal Engine 4 (blueprints and some C++), besides experimenting with many other game engines & frameworks such as Love2D (Lua), Godot and Twine.
My portfolio can be found here.
Experience: I worked at FoxByte Games as a gameplay programmer (UE4, blueprints & C++) as part of a two-month internship,
I ran the Computer Games Creation Society at Teesside University in the 2018-2019 academic year (organising social events, software workshops and game jams),
Exhibited personal projects (as a team with an artist friend) at the Gamebridge networking event,
and did some QA & playtesting for Double 11.
Other Interests: I play and host games of Dungeons & Dragons,
and I like writing rap and spoken word poetry on occasion.
My favourite music genre is likewise nerdcore rap.