Frosthold is an isometric 3D combat and strategy game in which you take control of a grand warrior and rebuild your lost village while cleansing your new found home and defeating the incoming invaders. Manage your population and resources and spend them on new buildings to progress and defend your new home.
In this project, I took on the roles of a Programmer and Product Manager. For organizing, we used Jira and I worked on:
Build logic
Zones
Save system
Some enemies and buildings
SFXs
My Contributions
Building System
To check if the player could build the selected building or not, we checked the different resources needed and if they had reached the zone's building limit. Next, the building checked for the terrain material, inclination, and collisions to know if it could be built there or not.
The player could move and rotate the buildings to make them better fit the environment.
Zones
Each zone had a building limit and it stored the buildings built on it for the save system.
Since the player could place buildings in any unlocked zone next to them, we made the buildings also check in which zone they were to know if they could be built and what zone building limit to check.
Jira
The project was organized in sprints of 2 weeks with a sum total of 12 sprints.
The Jira was arranged by defining each delivery with an Epic and each task to either be a Story, Substory, Task or Bug. Together with having tags to differentiate between them.
We also made use of Jira's Automation for automatically moving a Story or Substory to be done if all its associated tasks were done.
Project details
Engine: Unreal Engine 5
Time: 6 months half-time
Postmortem
Having such a huge scope for the amount of time we had forced us to analyse and focus on the most important parts of the game, which should've been planned for in a previous contingency plan.
Also, letting the player build freely generated corner cases that blocked AI pathing; this was solved by adding unbuildable roads, which helped split the zones and avoided said pathing errors.
Finally, I feel like we learned a lot and delivered a great vertical slice, even if it has its flaws.