Project Overview
My role in the project is focused on implementing the UI, as well as handling integration of character sheet components (including statistics, inventory, and equipment). I also handled the design of the first level, and assisted in developing a grid-based pathfinding system, and enemy AI behavior tree logic.
This project was completed at the conclusion of the Spring 2023 semester at UNR. It was demonstrated on May 5th, 2023 as part of UNR's Innovation Day showcase of capstone projects for the College of Engineering.
An image of the main menu, with options to start a new game, load a previous game, modify game options show the credits, and quit the game.
A demonstration of the level interaction system. Interacting with an inventory item will collect it, adding it to the player's inventory. Interacting with a container will let the player view the items within and take them.
A demonstration of the character sheet inventory, showing character statistics, equipment, and inventory. This system is utilizing a drag-and-drop interface to let the user reorganize their inventory, and equip items.
This is the primary combat interface. This interface includes a character tracker (top right), Dice roll tracker (top left) and buttons allowing the player to take an action, access inventory, or end the turn.
This is the combat interface action submenu. This interface includes a description box and action buttons, allowing the player to move, attack, dash, or take bonus actions like second wind and action surge.