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Lore & War project
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Lore & War

A grid-based, 3D turn-based tactics game designed as a personal project to explore core mechanics of cinematics, animations, action bars, and board game-inspired combat. Players control a squad of units in strategic battles utilizing different abilities, attack types, and positioning.

ROLE
Solo Developer — Design, Programming & Technical Art
PLATFORMS
PC (Standalone Build)
01

My contributions

  • 01

    Turn-Based Combat System: Developed a grid-based tactical system with unit movement, attack ranges, and turn-order mechanics.

  • 02

    Action Bar & Ability System: Designed an ability cooldown system, ensuring strategic depth by forcing players to manage their unit actions per turn.

  • 03

    Cinematic Animations: Created dynamic attack sequences that transition from grid-based movement to close-up combat cinematics.

  • 04

    AI Pathfinding & Decision-Making: Implemented enemy AI that calculates movement, evaluates attack priorities, and reacts dynamically.

  • 05

    Environmental Design & FX: Designed battle environments and integrated particle effects, lighting, and sound cues.

02

Overview

A grid-based, 3D turn-based tactics game designed as a personal project to explore core mechanics of cinematics, animations, action bars, and board game-inspired combat. Players control a squad of units in strategic battles, utilizing different abilities, attack types, and positioning to defeat enemies. The game blends traditional board game mechanics with modern RPG-style elements.

03

Purpose

Developed as an experimental project, Lore & War was designed to test and refine turn-based gameplay mechanics, tactical AI, character animations, and cinematic battle sequences. The goal was to explore how different board game mechanics could translate into a compelling digital strategy experience.

04

Core features

  • 01

    Grid-Based Tactical Combat: Players move units across a board-like grid, planning attacks, defenses, and positioning.

  • 02

    Action Bar System: Each unit has unique abilities with cooldowns, requiring tactical resource management.

  • 03

    Cinematic Combat Transitions: When units engage in battle, the camera dynamically zooms in for cinematic action sequences.

  • 04

    Turn-Based AI Behavior: Enemies analyze positioning, targeting the most vulnerable units or objectives.

  • 05

    Status Effects & Buffs: Introduced mechanics for poison, burning, freezing, and buffs that persist between turns.

05

Challenges

  • 01

    Balancing Tactical Depth: Ensuring gameplay was strategic and engaging without overwhelming casual players.

  • 02

    AI Complexity: Designing AI decision trees that adapted to different battle scenarios.

  • 03

    Cinematic Transitions: Seamlessly blending turn-based movement with real-time combat animations without breaking immersion.

  • 04

    Grid System & Pathfinding: Optimizing tile-based movement for both player units and AI enemies.

06

Solutions

  • 01

    Adaptive AI Logic: Developed a hierarchical AI system where enemies prioritize weaker targets, objectives, or defensive strategies.

  • 02

    Camera Scripting for Cinematics: Created a modular camera system that smoothly transitions from top-down grid view to close-up combat sequences.

  • 03

    Turn Timer & UI Optimization: Balanced turn speed and UI responsiveness to keep gameplay fluid and engaging.

  • 04

    Scalable Combat System: Designed a modular battle framework for easy expansion (adding new unit types, abilities, and enemy behaviors).

07

Accessibility

  • 01

    Customizable Camera Controls: Supports both free camera movement and auto-follow options for better visibility.

  • 02

    Clear UI Indicators: Designed high-contrast action bars and visual markers for movement, attack range, and cooldown timers.

  • 03

    Keyboard & Controller Support: Integrated multiple control schemes for better accessibility.