Project Categories

Project Setting Personal
Team Size 1
Role(s) Creator / Developer
Languages C#
Software/Tools Used Unity (engine), Visual Studio (code), git (version control), Blender (modeling), Inkscape (UI)
Status Public demo, active development
Time Period July 2020 - Current

About

Moon Settler (codenamed SFBuilder) is a sci-fi puzzle / city-building hybrid. The player is given 'goals' to complete, which contain a set of required and optional buildings as well as a minimum viability requirement. Viability is the sum of three settlement stats that must be kept above 0 in order to move on: happiness, power, and sustenance. Buildings placed by the player may have a base score that adds or subtracts to those stats. Buildings can also affect others in range in the same way, making building placement strategy and planning ahead important.

Description from the public demo repository

Moon Settler started with the intention of creating a short term project within a month. I set weekly milestones (each Thursday) where I hoped to have certain planned features ready each Thursday. Multiple versions (typically 2-3) were made between each overall weekly milestone to mark a new set of changes or features. I was always either on time or a day early when meeting these milestones. I started the project June 30th and released the first official public demo on August 5th. Since then I have maintained active development of the project to add more features, and will soon fork the public repository to one intended for the full game.

Moon Settler's demo is FOSS. Some components come from a separate FOSS repository, gw-std-unity, such as the tooltip and camera systems. More information about the game itself can be found in the links included in Places.

My Work

Gameplay

  • Setup scene structure and level state system for smooth level transitions
  • Create goal-based leveling system which is based off of a simple-to-learn scoring mechanic
  • Scoring system with the name 'viability' which is based off of three values: happiness, power, and sustenance
  • Trigger-based placement system which reports potential scores based off nearby structures and sets score once the structure is placed

UX/UI

  • Keyboard/Gamepad navigable, legible menus following several guidelines defined at Game Accessibility Guidelines and Accessible Games
  • System to apply color palettes to game HUD at scene-level to ensure each level stands alone as much as possible
  • Ensure as much information as possible is presented in multiple ways (e.g. bonuses/penalties are displayed with both +/- symbols and color; placement states indicated by both sound cues and HUD changes/transitions)
  • Fully rebindable controls with a variety of options related to input

Modeling

  • Model-sets which each use a specific color palette
  • Utilize a single, 32x32 resolution pixel atlas and material for all models, creating a textureless color-based aesthetic
  • Ensure models maintain a moderately low-poly aesthetic and are as optimized as possible (reducing poly-count by carefully doing multiple passes to find things such as unnecessary edges)

Other

  • Custom trance/electro soundtrack with a focus on positive energy or chill vibes to compliment the game
  • Custom sound effects for UI, user actions, etc.
  • Various flat, high quality sprites for UI

Samples

These are some samples from the project.

Videos

Screenshots

Code

Places

Home Page Goldenwere
Itch.io Demo Page
IndieDB Game Page
Source Code GitHub Repo