/SIGGD-AnimalArmies

Animal Armies was developed using our in house engine, Mirror Engine, and the second version of our level editor, Treequake. In order to bring a roguelike feel to the turn-based strategy genre, each team is comprised of a random assortment of units each with different stats and the world terrain is randomly generated for each match.

Primary LanguageC#

I primarily worked on major gameplay systems and menus under the subdirectory AnimalArmies/AnimalArmies
Files I contributed to:
CameraManager.cs
Player.cs
HumanPlayer.cs
TeamDictionary.cs
Acting subfolder
Components/GameGraphics.cs
Components/GameInput.cs
Components/GameWorld.cs
GUI subfolder