Bitcoin Miner

📱 Bitcoin Miner

An idle tycoon game where you mine and upgrade bitcoin styled coins and earn little amounts of actual bitcoin.


Summary

Role: Programmer
Engie: Unity
Platforms: Android & IOS
Studio: 🔗 Fumb Games

Download (Android): https://play.google.com/store/apps/details?id=com.fumbgames.mergeseige&hl=en_GB&gl=US


Bitcoin Miner is one of the larger projects I’ve worked on. Been established for a few years and having a lot of users. My work on the project has been mostly behind the scenes with server/client systems as well as some gameplay mechanics.

Now I can’t speak about the server/client stuff as it is sensitive. But it was a nice challenge and is an ongoing system with adjustments been made often to improve the system further. However some bits I’ve worked on that are currently live in the game or have been are:

  • Super Upgrades
    • An addition to the existing upgrades panel and pickaxe that allows it the be upgraded by 8 levels. This includes a new panel and upgrade implementation to the existing game. With more coming soon.
  • Mid Week Event
    • A new limited time event in the game where you mine down a mineshaft using pickaxes and other items to break blocks and gain additional rewards for the main game. This event is designed to run during the week along side the existing weekend event.

Merge Seige

📱 Merge Seige

A merge stragergy game where you merge units and place them to win simulated fights.


Summary

Role: Programmer
Team Size: 4
Engie: Unity
Platforms: Android
Studio: 🔗 Fumb Games

Download (Android): https://play.google.com/store/apps/details?id=com.fumbgames.mergeseige&hl=en_GB&gl=US


Merge Seige is a prototype game where you strategize placing troops ona grid and watch them battle.


This was a filler project while other projects were tested for their market value. I worked on this for about 3-4 weeks only and the code reflected the tiem spent on it.

The most challenging part here was the AI setup for the game. As the entire fight was AI I had to make the logic for movement and attacking for both the player and enemy units. The movement proved to be a big pain as detecting if a unit was ahead of the unit moving was really trickey to nail down. I did eventually get it working with raycasting and a slight delay to the logic for each line by a frame.

Other than that the game went rather well. There were few bugs with the combat and the scene transitions etc. As this wqas just a prototype it only had 3 levels on loop so not the most complex of game to produce.

Bitcoin Tycoon

📱 Bitcoin Tycoon

A Idle tycoon games themed around mining fake crypto currencies.


Summary

Role: Programmer
Team Size: 7
Engie: Unity
Platforms: Android
Studio: 🔗 Fumb Games

Download (Android): https://play.google.com/store/apps/details?id=com.fumbgames.bitcointycoon&hl=en_GB&gl=US


Bitcoin Tycoon is a idle tycoon game where you manage your office of staff who mine crypto currencies with the aim of becoming a bitcoin millionare.


This was my first main project of the year. I worked with another programmer to produce the code side for the project with the art team working on all the visuals. I ended up programming most of the gameplay with the exception of the crypto market simulation & its UI. This included the:

  • Tutorial System
  • Dialogue System
  • Workstations (Upgrades, Props, Eco Generation etc.)
  • Economy System
  • Enviroment Unlocking
  • Idle Mechanics
  • AI Navigation

By far one of the most challenging parts of this project was the tutorial. Making a tutorial system that is truely modular is surprisingly difficult. The solution I wrote for this version was pretty good but did have a few flaws, most notably the system for saving the last place the user was at as I used an int when it should’ve been a string. As the int setup meant if I moved bits around it could break the user’s progress through the tutorial as it would return them to a different step than the one they were on.

The project had a few bugs with it during development, but turned out pretty good. Running really well compared to some of my previous projects and is by far one of the best looking & running projects to date.

Merge Motors

📱 Merge Motors

A merge game where you merge car parts & manage a garage.



Summary

Role: Programmer
Team Size: 3-6
Engie: Unity
Platforms: Android & IOS
Studio: 🔗 Fumb Games

Download
Android: https://play.google.com/store/apps/details?id=com.fumbgames.mergemotors&hl=en_GB&gl=US
IOS: https://apps.apple.com/gb/app/merge-motors/id1615019986


Merge Motors is a merge/idle game where you get to repair & manage a garage. You play as Lando the machanic, who’s twin brother gets into a bad crash one race ending up in a coma, leading to you fixing up his car, racing it and earning better cars to fix & race.


As this is a larger project than some of the others I have worked on, I was working with a consistent team of 3 with the occasional help from others when it was needed. Given I was the main dev on the project, the majority of the programming was on me as well as setting up the UI based on mockups provided. While most of the design & art was done by other team members. Though we often discussed the design of new features over with the team to make sure we were all happy with it.

My Contribution

Initially I started out working on this project as a side developer, working on some racing mini-games to compliment a more traditional merge game. However after a few months I ended up taking over the project in full and developing it into what it is now.

My main contributions are the main mechanics & gameplay of the game. Systems such as game saving, merge logic & idle logic are handled by the company’s internal code library. Some of the mechanics I worked on include:

  • Jobs system (requirements & rewards)
  • Story system (chapters, dialogue, cutscenes)
  • Store (both IAP & local purchases)
  • Ecomony (buy/sell/unlock)
  • Levelling (xp, levels)
  • Daily challenges (daily reset, requirements, 5-day streak)
  • Achievements (tracking data points, awarding achivements)

This game also uses my work in progress scene management tool which allows the game to be split into multiple scenes that run additively, which helps seperates different sections of the game such as the mergeboard from the garage.

Merge Mobile


📱 Merge Mobile

A merge game where you merge apps on a virtual phone to earn notifications.


Summary

Role: Programmer
Team Size: 2
Engie: Unity
Platforms: Android
Studio: 🔗 Fumb Games


Merge Mobile is a merge idle game prototype where you merge apps together & collection notifications to upgrade your phone, unlock cosmetics & more!


So this was a filler project that I designned and asked to develop while other projects were in limbo pending their design being fleshed out. I had the idea to make a merge game based on a smartphone display. We look at them everyday and there is a merge board right there if you think about it. So that was the idea in a nutshell. My goal with the project is the make the UX be as close to an actual phone as possible for farmiliarity. It was a nice project to practice with and try out a different idea for a merge game.

Merge Conquest

📱 Merge Conquest

A risk style merge game that I designed and made a prototype for as a work project.



Summary

Role: Programmer
Team Size: 2
Engie: Unity
Platforms: Android
Studio: 🔗 Fumb Games

Downloads (Android): https://drive.google.com/file/d/14-6SCqV7QCiK48Aun6nz64dvkX8zAsmi/view?usp=sharing


Merge conquest is similar to risk but you merge troops to get more powerful ones to place on the field. The idea was to make the traditional game more dynamic, with extra strategy of holding some units back to have stronger ones down the line.


So this was my second fully solo project, I came up with the idea for this one as well, as well as a few other ideas that were set aside for another time. The elevator pitch is pretty much risk but with merging and that is pretty much what I made. I had the creative freedom to go with it how I wanted with a little basic design given to me to base the game off.

I based some of the design off the Lord of the Rings Battle For Middle Earth 2: War of the Ring game and Risk: Factions. The phases were setup to allow the player to go about their turn. I set the game into 3 phases per player per turn, which seemed common for games on the genre.

Planning Phase
This is where the players woudl gain their units for their current holdings (territory count and region bonuses). Merge their units to gain stronger units and add units to terriories they currently own ready for battle.

Battle Phase
This is where player can attack territories and manage units into conquered territories. Each battle lets the user either auto-roll the encounter until 1 player wins or by rolling each roll as you would do in the board game manually. Once the user has finished their attacks, they can move to the last phase.

Regroup Phase
This phase is optional and allows the user to move 1 group of units from 1 territoriy to a neighbouring territory.

The menu I had a little help with as I’m not that good at 3D modelling, so the globe is a custom model for the game. The rest of the art was done my me with all the maps being drawn up my me too, with a map generator making the basic shape for me to then edit and add the territory boundries for by hand.

I added an accessability feature in this game too. This being a colour blind mode. This was needed as there was no other way to distinguish between each player if the user couldn’t tell the difference between the colours. I made the mode change the shape the strength of each territory was shown as, as well as some prompts to remind them who they were playing as.


Art

As I worked solo on the project, I also did almost all of the art for the game. Below is some the best bits I worked on, given I’m not an artist I felt it all came together pretty well.

Maps

Each map was setup as a .psd so it could be setup in layers which Unity would recornise. Each layer would hold a territory with a layer for the water, regions & map lines. Each territory would be coloured and controls in engine. The map Shattered Lands was used a lot in development as a testing map along with This Land. Some of the maps had some references to TV/Film/Games series in their territory names for a bit of fun as well.

Ranks

There are 4 teirs of ranks in game which are denoted by the colour, while the pips/chevrons/stars would denote each rank. Below is the art used to make all the rank shileds, they were assembled in engine just like the maps.

Memory Match

📱 Memory Match

A card matching merge game.



Summary

Role: Programmer
Team Size: 2
Engie: Unity
Platforms: Android
Studio: 🔗 Fumb Games

Download (Android): https://drive.google.com/file/d/1AbAKF1pKG4fW1Q0wzLBPt5r_USU2Coua/view?usp=sharing


A merge game where you play a typical memory match game but you merge cards when successfully merging.


This was my first fully solo project working at Fumb, I was given a short but simple breif to make a matching game where the user had to merge cards in order to complete the levels. The idea was somewhat based on an old card match game from the Mario series, but for the most part I had full control on how this project would end up. I made most of the game to follow Actions which made it really easy to follow the flow of the game and reduced the update calles needed. On top of that I also made some custom editors to make working with some of the scripts and scriptable objects a little easier which was well worth to time spent on it.

I chose to keep the art style nice a simple in order to make that side of the project easier, I did most of the art minus the card art itself. I had to do a little work with shader graph to make the a shader where I could have two sprites on a UI image to make them two sided for the front and back as well as having a cover image with an icon placed on top for the front face. A few online tutorials plus my own knowledge of shader graph made this not to challenging for once.

Gunsmith

📱 Gunsmith

A merge/idle game with a theme of guns.



Summary

Role: Programmer
Team Size: 2
Engie: Unity
Platforms: Android
Studio: 🔗 Fumb Games


Gunsmith is a merge idle game where you merge wacky guns together to make the best idle gun factory. So this is my first project as a Junior Programmer with Fumb Games. I was tasked with the programming and implementation for all the games mechanics.


This was my first project as a proffesional game developer. The project was nothing too far out of my conform zone but I certained picked up a lot in this one project alone. Like with all projects at Fumb there was no “hard” deadline for the work but as I was on probabation one of the goals was to finish the Gunsmith code. Given that I finished it in 8 weeks meant that I was in the middle of my second or third project by the time I was off probabation, which I passed more or less flawlessly.

The artwork was made or adjusted by a co-worker for the UI and guns. Programming wise, this has been a nice challenge to make, getting the merge board to work was one of the most challenging sections as a lot of the game relies on it. Other challenges included optimisation of the game and idle calculations which sometimes made me want to bang my head on the table but after whiteboarding the problems out I was able to solve them successfully.

The game went through several UI overhauls which were a little annoying from the dev side, as updating the art in a game over and over is pretty time consuming. Though overall I’m pretty happy with how this turned out and it is still a solid product for my first peice of work in industry.