This project was inspired by a hunger to learn Unity and C# as well as a love for retro gaming. The goal is to simplify and downgrade Advance Wars one whole handheld generation. It is a grid reliant, turn based combat game similar to rock-paper-scissors but with more choices in the form of fantasy themed units. We built it by using various online pixel painters and a few pre-made assets, and using unity to interlace them with C#. The biggest and by far the most complicated issue that we ran into was the movement. Different units can move different distances, some tiles apply movement debuffs and some tiles can't be moved to at all. The optimal solution to moving would be to develop a program that calculated the most efficient way to get to the tile clicked on, while avoiding obstacles in the way to the destination by taking proper detours. Our way around this was deciding to make the movement style simpler by ditching smart path finding for manual input and an xy counter that adds and subtracts accordingly depending on the placement of the units, in order to tile track. We are proud of the amount of work we were able to put in with a haphazardly assembled team, a grander vision forming almost immediately after assessing the different skills we each possess. Unfortunately, our vision may have been a bit too ambitious. We were unable to add all the functions we wanted, such as the economy based spawning of units through purchasing, and the interaction of the units HP and damage capabilities between one another. That being said, unforeseen issues always arise, and after experiencing the issues at hand, mainly being coming to a beginners understanding of C# and the integration of outside input into a program, we have determined how to properly delegate problems to each individual member and how to assess what problems take priority. We hope to use these skills to exponentially improve on our next project. If " Not A Ripoff!" was given more time, we would add sprite interactions, a "buy" system for both units and buildings, and moving sprite animations.

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