Though I am unable to share everything, as we are competing against a few other projects, here is a repository containing the C++ code for one of my prototypes. This is the real-time combat prototype.
Project Tall Grass - Prototypes Built
Explanation: In this prototype, the trainer is able to initiate battle with monsters/trainers by right-clicking on them. Upon starting the battle, two opposing monsters are confined to a circle. The trainer is given the ability to initiate attacks and defensive moves on behalf of the monster by pressing hot-keys (1,2,3,4 for this) and then left-clicking the enemy monster. They are also able to move the monster (within the circle) by right-clicking the ground.
Explanation: In this prototype, the trainer is able to initiate battle with monsters/trainers by right-clicking on them. Upon starting the battle, two opposing monsters are confined to a circle and are unable to move unless a move is started. The trainer is given the ability to initiate attacks and defensive moves on behalf of the monster by pressing hot-keys (1,2,3,4 for this). When the moves are initiated, if they require movement, the monster will move to complete it and then return to their initial position. The trainer (as of now) is allowed to move around the circle for the best view(s).
Explanation: In this prototype, the trainer is given a targeting ability. Once the targeting ability is activated, time slows down, and you can toggle between different monsters. Once you've decided which monster you want to attack and select your move, time will speed back up, and your sidekick will execute that first move. Upon completion of that first move, you are given control of your sidekick. To initiate attacks and defensive moves on behalf of the monster, you simply press the hot-keys (1,2,3,4 for this). The rest of the battle is fairly standard and is similar to the above two.
Details
Platform: TBD, currently PC
Role: Lead Gameplay Programmer
Contributions: Developed prototype combat systems using Unreal Engine 4’s blueprints, rewrote final versions in C++.
Crafted a flexible UI base for the team’s artists, connected UI to in-game events and values.
Worked with other team members to implement features in line with the team’s vision for the game.
Provided valuable input for the direction of the game and architected the design for several in-game systems.
About Project Tall Grass
Project Tall Grass is an indie game group/project that was started back in January of 2019. The goal of the project is to create an open-world monster battling RPG, which takes inspiration from the best aspects of Pokemon and Breath of the Wild.