Befiend is a single-player roguelike-adventure mix depicted by the twisted fates of two protagonists from different worlds.
I worked on the game’s main architecture, most notably creating our turn-based combat system and an effective way to manage data.
Turn-Based Combat System
The Problem
We wanted to have a combat system supporting two characters and a varying number of enemies, all being able to target each other depending on the type of move they are casting. This can get quite deep already, but the most important thing was us was to keep this system iterative – what if we removed or added elements and how can we make these changes simple to implement?
Hypothesizing
While I worked as an intern at Linx Interactive, our lead introduced me to his own set of ready-to-go Dependency Injection and State Machine packages. Simply put, Dependency Injection allowed us to easily inject dependencies in places we needed them, and State Machine gave us a handy template to create intricate order execution for game states. This could allow us to create a combat flow in which we always know the order of execution, but also be able to remove and add states at will.
Implementation
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