WW1 - No Man's Land
About
Hi! Thanks for checking this page out!
So some quick background first. I am Diego Avena. I consider myself to be more of a programmer, but I have also done a lot of work with pixel art and 2D vector art, so I can hold my ground in this area for the most part (hopefully hehe). Up to now, I have completed about 4 Unity games, with 1 of those, a 4 member team project called Sengoku - A Time of Warriors and Demons, being published on Steam. Besides Unity, I have also completed a variety of other programming projects, especially in C++, so I would say my 2 main programming languages are C# within Unity, and C++. Feel free to check out my itch.io account for those other Unity games I mentioned here, or you can also see my website with all the programming projects I have done up to now.
Ok, so a while back I designed a physical board game for my level design class. The board game was a turn based strategy game based on WW1 trench warfare. Having the game design basically done, I thought why not try and take that physical version and adapt it into a Unity game, so now here I am trying to do just that.
This game is still very early in its development, and so things are still a bit rough (especially with this itch.io page), but I hope to take it all the way to the finish line. My plans are to ultimately have 3 modes in the game: a pvp mode where 1 player plays against another locally on the same machine, a player vs ai mode, and a multiplayer mode where players can search for opponents online. For the networking part, I am planning to make use of Photon networking, since its the one I have had the most experience so far in terms of networking Unity games, though I will be looking into other alternatives as well before making my final decision.
As of now, I got the early beginnings of the top down movement system. I think one of the biggest challenges I will face is making the AI, though I also think this will be the funnest part of the project, and I am super excited to finally reach this part. Before I can start programming the AI though, I need to get all the main game mechanics solidified (otherwise whats the point of making the AI if I have no actions for it to perform haha). From this, my priorities right now are getting the movement system in, the die system in, along with the card systems.
I am going to strive to document my entire dev process as well. Due to this, I will be uploading a devlog each day (even though some of them may be short), and try to have a video showing what new features were added.
Some art from the board game itselfI am planning to do an entire re-skin of the art I did for the physical board game, since I want a pixel art look; however, below is the 2D vector art I created in Adobe Illustrator for the physical version of this board game!
(The board itself, which has 3 trenches)
(Some of the non lethal cards players can choose from)
(Some of the lethal cards players can choose from)
(The troop pieces, consisting of British and German forces)
As of now, none of the actual art for the game is ready, but I am not planning to get started on that until I am happy with the programming side of things, since I want to avoid having to redo art because some mechanic did not work out the way I intended, etc. (This was a mistake I made a while back on my game called The Gloom).
Well, this is all for now! Like I said before, this page will be getting updated, particularly through the dev logs section, as I develop the game. I am planning to work on this project for about 4-5 hours each day, so there will hopefully be a lot of progress (depending on how productive I manage to be or if any roadblocks appear, which, from my experience in game dev so far, are bound to occur, ahhhhhh!!!).
Also, don't forget to check out my devlog section if you are interested in keeping up to date with the project!