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LLast Circle

UnityC#ShaderGraph

Disclaimer

Work-in-progress Development. The project was started on the 21th of January. The goal is to first develop a minimal showcase prototype, experimenting with ideas and concepts on the way. I try to update regularly when new versions are finished. The project can be found on GitHub.

Project

Singleplayer game with enemy hordes and combat that is based on moving and rotating a group of characters. Developed with Unity and C#. 3D models created and provided by Fabian Letter.

Background

To deepen my skills in developing interactive 3D experiences, I started development of a game prototype that resolves around controlling a group of characters in combat. The idea started as survivors-like-clone with the twist of a defense ring of multiple characters. Concept and game design is done in collaboration with my brother Fabian Letter, who also designs the models for the project.

Idea

The player controls the group of characters in an isometric perspective. Each character attacks autonomously enemies in their range. As their cone of enemy-detection is limited, the player needs to turn the circle in order to trigger attacks. Further, characters provide reasons to tactically turn them towards or away from approaching enemies:

  • Ranged characters need to reload after each attack and are unable to attack in that time window.
  • Melee characters have attack patterns which incentive the saving or use of a charged special attack.

Further, enemies invoke the need of turning the group with their unique mechanics. For instance, attacks of ranged enemies can be only blocked by some characters. The stance of armored enemies can only be breached by heavy knockback attacks.

Starting with a single character, the player can collect more members for the group of characters that can be found in a procedurally generated world. The characters of the group form a defensive circle, standing back-to-back.

Each character can be improved, up to three times, individually improving stats based on their type.

Features

Short overview of the currently implemented features of the prototype.

Gameplay Basics

  • Player Controls
  • Pickups
  • Game States
  • Sound Management
  • Enemy Management

Autonomous Characters

  • Aiming and Turning
  • Executing Attacks
  • Resource Management
  • State Management
  • Rank Up System

Development Highlights

  • ShaderGraph Custom Effects (Moving Grass, Health Indicators, ...)
  • Algorithmic Map Generation
  • Modification System, global and local
  • Tutorial Conditions System
  • Between scenes and level transitions
  • Text to Decal System, to display information in game on the ground

Game and Style Changes over Time

The concept and style of the game was iterated multiple times during development of the prototype. The game started from the idea to build a survivors-like with a twist in combat. Eventually, it put more and more focus on the skill of controlling the character circle, utilizing character abilities and cooldowns. The prototype is coupled with a minimal amount of story telling through visuals and presentation.

Style-wise the game started as having tabletop character figurines in an abstract world, with non-textured floor and little environmental isles on them. During development, it leaned towards more detailed environment pieces and eventually exchanging the ground with parchment-like paper the game elements move on. To emphasize the effect of moving objects on parchment, text is displayed in game on the floor as if it was written. Transitions between scenes and levels are represented by pulling over new paper sheets.

Characters standing in a circle, back to back.
Two lines of characters standing in front of each other.
Four characters standing back to back while wolves approach from different directions.
Two models standing next to each other. One model is partly filled with transparent red color.
Three characters standing back to back. Each has a blue ring around their feet. One has a golden highlight around their base.
An archer stands between ruins. White grass grows around each building.
A knight standing between objects and grass
Four characters standing in a circle, being surrounded by enemies.
A giant hand points down in a scene with multiple objects placed.
A group of characters standing between remains of a battlefield.
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Game Screenshot
Title of the game in the center, accompanied by menu elements.