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Terminal Recall

Software Used (By Me): Unreal 5, GitHub, Microsoft Word, Piskel, Photoshop

Genre: Turn Based Strategy

Itch.io Link

Trailer

Overview 

  • Turn-based strategy game with chess-inspired combat.

  • Player controls a mouse engineer stranded on a deserted wasteland planet.

  • Core objective: collect mecha parts to escape and reunite with the crew.

  • Each part grants a distinct ability, with its own movement and attack pattern

  • Developed over two months as part of the Junior/Senior Collaborative Game Development module.

  • My primary role was Game Designer, with additional support on UI design and Blueprint functionality.

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My Role

  • Designed gameplay systems, encounter layouts, and level diagrams.

  • Created supporting documentation for level design and encounter planning.

  • Used GitHub for version control, including branch management and rebasing.

  • Assisted with UI implementation through Blueprint scripting.

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Design Contributions

  • Contributed to the overworld path layout during early planning.

  • Designed grid-based combat encounters using enemies, interactables, and traps.

  • Created 8 of the 11 final encounters, including the tutorial level.

  • Designed encounters around agreed level sizes, mainly 10x10 and 15x15 grids.

  • Maintained close communication with the Producer to keep designs aligned with the project vision.

UI Contributions

  • Created placeholder ability icons in Photoshop during early development.

  • Implemented functionality for multiple UI widgets in Unreal Engine.

  • Added controls for switching between movement and attack modes.

  • Added keyboard ability selection using QWERT inputs.

  • Helped implement the player’s overworld health bar.

Reflection

  • The project successfully delivered a solid turn-based gameplay loop with strong visual presentation.

  • Scope creep limited the number of mechanics that reached the final build.

  • Some enemy status effects were cut before release, including poison and intimidation.

  • The original combat-puzzle hybrid concept was reduced to focus fully on combat.

  • In hindsight, narrowing the design direction earlier would have helped the game feel more focused.

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