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
tylerwolverton/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.
C#