Boss Rush-
A Grid Based Tactical Combat

In this project, my team and I set out to create a tactical grid-based combat system where players face off against a challenging boss. Given the game's complexity, we added features and mechanics to keep the player focused and guide them in using the grid strategically. Key mechanics include:

  1. Attack Sequence Mechanic: To enhance the immersive experience and give players better control over their party, we implemented an attack sequencer. Characters perform their attacks in a set sequence, providing a smoother, more strategic flow to combat, rather than having them attack all at once.

  2. Moving Arrow Mechanic: Instead of a simple point-and-click movement, we introduced an arrow mechanic that lets players choose a movement path rather than just a destination. This makes controlling characters feel more intuitive and hands-on, giving a greater sense of agency.

  3. Resource Gather Effect: To make resource collection clearer and more satisfying, we created an effect that visibly moves resources from their collection point to the resource bar on-screen. This visual feedback helps guide players in understanding how to gather and use resources effectively.

  4. Tactical View: To help players plan their moves, we added a tactical view that highlights attack and defense zones for each character. When hovering over characters with the mouse, players can clearly see where they can attack or defend, making strategic planning easier and more visual.