Merge Conquest

A short post mortem on the game Merge Conquest, a risk based merge game that I developed at work solo.

About Project

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.

Summary

  • Company: Fumb Games
  • Platform: Mobile (Android)
  • Software Used: Unity (C#), Rider, Paint.Net
  • Development Time: 8 Weeks
  • Role: Solo Developer
What I Learnt
  • Advanced AI
  • RTS Map Controls
  • Turns based gameplay
  • C# Actions
Links
Screenshots