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Syrup

Developed: September 1, 2022 - February 28, 2023

Syrup is a turn-based strategy game about turning a landfill into a forest. In the game, you plant plants, manage nutrient flows, and pick up trash in order to build a thriving ecosystem and fight back against pollution.

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The game has stopped development due to the rest team dropping out, and the game having too large of a scope for me to complete on my own. 

Team Size: 1

Engine: UE5

Code Language: C++

My Involvement

I filled every role as the team I recruited ended up not having enough time to work on the game. I programed nearly the entirety of the game, and made 4 plant models, and 5 trash models. I also designed all of the mechanics and the map.

Code Structure

This game is coded in C++ for the UE5 environment, and has 3 main systems (as of writing this): tiles, tile effects, and resources.

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Tiles are any object in the game's grid system. These tiles are derived from Unreal's actor class, and handle snaping of the tiles to the grid and controlling the shape they take up on the grid. These tiles can generate collision in the shape of the grid positions they take up, and provide error checking to ensure no two tiles occupy the same space.

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Tile effects are components that can be added to anything so that it can effect things on the grid. These effects also are linked to the game's turn and event dispatching system so designers can easily tie these effects to certain gameplay events or turn stages.

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Resources are the primary way the player interacts with objects. This interaction takes the form of the player creating links between a resource faucet and a resource sink. Resource faucets are implemented as an interface that ensures any producer provides the simple information needed to asses how resources produced can be allocated. Resource sinks are components that can be added to any object and can be bound any function (including blueprint functions) to call when resources are allocated/deallocated.

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While each of these systems have small flaws, they have allowed me to rapidly create new classes of plants and trash and change their interactions with ease, and I believe they will continue to be expandable.

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