Demigod Daycare

 
 

Dev Info

Role: Programmer, Systems Designer
Company: MassDiGi
Tools Used: Unity, Plastic SCM
Duration: May 2022 - Aug 2022
Team Size: 6-7

Game Info

Genre: Autobattler, Collector
Platform: Android & IOS
Project Status: Launched Aug 2022
Controls: Touch


Project Summary

Demigod Daycare is a Ancient Greece-themed autobattler merged with a collection game. Play as the caretaker of an divine daycare, attracting baby demigods to your banner and sending them off to compete against rival daycares. Each victory earnings you the reputation necessary to collect even more babies, and each defeat is a change to improve your strategies. Each baby has a different ability, and finding the right lineup of babies is crucial if you are going to be come the best daycare on Olympus!

Demigod Daycare was developed as part of MassDiGI Summer Innovation Program 2022.


Responsibilities

  • Concepting the game’s idea from the ground up with the rest of the team

  • Designing the turn-by-turn logic for the autobattler, and the combat order in which babies will use abilities, take damage, faint, etc.

  • Optimizing the Unity Touch input system for selecting, dragging, and interacting with babies

  • Source Control, Merging and Merge Conflicts, Code Reviews

  • Making and sending bi-weekly builds of the game to our QA testers

  • Programming Lead in post-production, reviewing analytics and polishing the game


Code Examples

Here is the folder containing most of the code files used in our Input system, which I spent quite a lot of time on.

Download the Input folder: here


Post Mortem

In retrospect, this was a really good experience for me and a lot of the team. Coming out of the classroom environment and actually tackling a full game head on was way different that I had expected, and we learned a lot about how things are done. The team had to deal with proper task delegation, keeping each other up to date, managing (and cutting) scope, and all the things necessary for a project to go smoothly. We made a lot of good progress and learned even more, and made a pretty good game in the process.

The Good

  • We made a game and launched it!

  • The art, animations, and game juice were very well done

  • Team bonds were strong and there were no major conflicts

  • We nailed the gameplay themes we were going for

  • Game concept and execution are relatively unique while still being fun and enjoyable

  • We made extensive use of communication software such as Miro board

The Bad

  • Spent a little too much time trying to refine our idea in pre-production

  • Project scope was consistently too big

  • Friendly people good for moral, bad for productiviy

  • Babies had unbalanced, inconstant, or duplicate abilities at launch

  • Adding half-baked features is worse than not adding them at all