Just Chessing Around

steam game made in team

This is a commercial roguelike chess game shipping on Steam, built in Unity with a friend. I'm the lead developer, technical designer, and marketer.

Working in a team.

It's a game I'm making with a friend of mine, I'm the lead developer, marketer, and technical designer. Because I'm developing this game with someone else I have to make sure that the systems I make are always cleanly split between front end & backend. This way my friend cannot create systematic bugs. I do this in a few ways, such as using MPV, the strategy pattern, etc...

I reverse-engineered my own decisions to make the AI feel human.

The biggest challenge for me was a mixture between design & developing. It was making a chess AI that felt like you were fighting actual humans. One way I did that was by writing down why I made certain moves while playing & reverse engineering that to see how the AI should think. This combined with some tricks I learned from minecraft, where you give certain terrain certain values, gave the AI that human feel.

Design Challenge

Because this game is based on chess, I wrote a custom grid engine. To minimise any bugs, I worked in a layered approach. Having a grid engine at the bottom, with different layers of abstraction on top of that. This had the added benefit of me now being able to use this grid engine in future projects. Because I'm now working in a custom grid engine I also had to make a lot of features that Unity normally supports. Such as a custom A* pathfinding algorithm, which thanks to

Screenshots