Auto-Chess Battle System
2024.01 - 2024.04
Overview
As a core-battle developer, I took the lead in designing and implementing a comprehensive skill system for our auto-chess battle gameplay, focusing primarily on the underlying logic. This system includes a robust buff system, passive triggers, Minion Summoning, scalable skill parameters, and Custom Skill Overrides.
Objective
The goal was to create a versatile skill system that allows designers to easily configure and implement skills, enhancing gameplay dynamics and player engagement.
Role: Game Developer
Role:
As the developer, I focused on designing the system architecture to facilitate skill creation and management, ensuring it met the needs of both the development team and designers.
1. Concept & Research
I first collaborated with the design team to gather requirements for the skill system to ensure a clear understanding of gameplay mechanics and desired features and researched existing skill systems in similar games to identify best practices and innovative approaches.
2. Design
I then designed the system architecture to support buffs, passive triggers, and skill overrides, creating a flexible framework for skill management. After that, I Implemented adjustable fields for skill leveling, allowing designers to tailor skill progression to gameplay needs.
3. Implementation
In this phase, I developed a user-friendly Excel configuration system for designers to input basic skill values easily.
Implemented complex skill overrides in code for advanced skill functionalities to ensure a balance between ease of use and depth of mechanics.
4. Testing
I conducted thorough testing of the skill system to ensure all components functioned as intended and that designer inputs produced the desired outcomes.
Results
The skill system was successfully completed within the project timeline, empowering designers to create both simple and complex skills efficiently. This implementation enhanced gameplay variety and player engagement in our auto-chess battle game.
Takeaways
This project deepened my understanding of skill system design and implementation, and highlighting the importance of flexibility and usability for both developers and designers. I also improved my ability to integrate user feedback into system design for better alignment with gameplay goals.