tinyBuild smoothly launched
Undungeon on Steam
and Microsoft Store
on time
fine-tuning the game flow
across all the gameplay
unifying the game balance
for both game worlds
here are some solutions we’re
especially proud of
AVIA PROPERTY MANAGEMENT LTD involved 2 game designers, 3 programmers, 5 QA specialists, and a project manager to bring Undungeon to Steam and Microsoft Store within 6 months. Here are some challenges we were honored to complete:
No tools for game logic and balance configuration export in the original game
01. Create a toolset for exporting game balance
02. Actualize the game data in the sheets
03. Create the sheets with automated balance calculating
04. Specify all the necessary connections and formulas for balance calculation
05. Playtesting and documenting the implemented functionality for further use by other developers
The necessity to establish a unified approach for documenting the game.
01. Establish communication with Laughing Machine — the original developer of the game
02. Synchronize the tasks flow and process of creating the new documentation
Different kinds of gameplay implementation for two game worlds (custom node tools for the 1st world made by Laughing Machine vs Lua scripting for the 2nd world by AVIA PROPERTY MANAGEMENT LTD)
01. Analyze all the objects with particular descriptions (friend, enemy, interior element, healing potion, etc)
02. Define and list these descriptions
03. Create code solution to unify different types of implementation
Lack of classes in auto-target feature: enemies, destructive items, environment elements, allies, and other elements are treated the same
Create objects analyzer that recognizes objects as targets and prioritizes them by importance for attack