Raid On Rift

CS 426 Senior Projects-Spring 2024- UNR CSE Department

Raid On Rift

Raid On Rift •

NEW
LIMITED RELEASE

-Raid on Rift-

Advisors: Griffin Navarro, Previous game design professor at UNR- Worked on the hit game High on Life

External Accreditations: Game Art: Emily Hudson, Music Design: Dylan Wilson, Steam Game Trailer: Ronald Gomez

Instructors: Vinh, Devrin

Meet Team #42

Ian Pettersen

Co-creator, co-creative director, Senior Programming Director, UX director, Lore Director, Lead IG Animator

Ian Sturtz

Co-creator, co-creative director, beta test director, art director, casting director, Lore co-director

Garrett Slattengren

Developer, UI and UX design, Scene Organizer, Lead Formatter

Emily Hudson

Head of Art and Animation studio, Lead Asset Designer

Game Art

About our game:

Our project is interesting to pursue because while it takes elements from other games like chess, Stratego, and other strategy games, it is extremely different from all of these games in a variety of ways. The interactions and interplay between our unique pieces provide infinite opportunities for players to insert their own play styles and strategies, making it enjoyable for players of all ages. The simple turn-based structure of the game allows beginners to ease into the gameplay, while the number of pieces will provide countless ways for experienced players to play.

This project will help with our professional growth by demonstrating skills in game design, C# programming skills, working with Unity, and networking interactions and development. We will also need to consider accessibility and legal aspects.

We include innovations in the form of unique game lore and game mechanics. The lead pieces for each team are unlike piece designs found in any other turn-based strategy game. Our game lore is not based in any other existing universe from existing intellectual properties. We are also including online multiplayer in our game, and while this is not necessarily an innovation, it is a feature not often found in smaller game projects such as these.

3 similar products are Stratego.io and chess.com. Stratego is our main inspiration, as we use concepts such as different pieces with unique movesets, a gridded board, and a goal piece. However, the game has many mechanics that differ completely from ours: in Stratego, you cannot see your opponent’s pieces, making the game about trying to find your opponent’s goal piece while hiding your own. In Raid On Rift, you can see your opponent’s pieces, and instead of finding the goal piece, the goal is to bring it to your side of the board. Because of this, the games are fundamentally different in how they are played. Chess is also similar to our game, as it also features


Game Changes

In terms of progress made, our game is fully functional, with mostly all of the mechanics we required for our game. We have a main menu, which reflects the visual style and UI we want for the rest of the game. The piece selection scene is fully functional, letting each player select their crew loadout. Players are also able to place their selected crew and start a match after finishing placing their team. Each piece is fully functional, and the win condition is functional as well. Additionally, the game now has enhanced game features to bring even greater challenge and depth to the game. This includes a completed lore section. Finally the multiplayer system is finished!!

Our project has gone through many changes since our initial pitch. Initially, our game was titled ‘Conquest’, as the game featured a medieval theme during the early stage of development. As we started to finalize our gameplay concepts, we decided to pivot to a sci-fi theme, where space pirates and navy would battle over rare ore. Because of this, as well as another group’s game having a similar name to our original name, we renamed our game to ‘Raid On Rift’ to reflect the new theme. We also originally pitched a single-player mode against an AI opponent, but we dropped that idea early in our development. The last major change is with our multi-system multiplayer. Originally, we pitched online multiplayer, but we then decided to take a step back, using LAN connections for the online multiplayer.

The biggest development for our project is that our game can now be played fully and completely. All of the major mechanics needed for the game to function are complete, and every piece is implemented. Our game has also seen a large increase in scene enhancements, cutscenes, game juice, and much more!


What’s Happening at I^2EGO

  • Latest game version

    The game has been vastly completed in the basic functionality of the systems. All the menus UI and UX has been overhauled and juiced. Additionally, the multiplayer system is fully implemented. Pre-Release and beta tests are underway, please email sturtzian@nevada.unr.edu for early game access.

  • Upcoming

    Final game polish and post project game features to come for possible steam release

  • Exciting News

    limited production game merchandise is going to produced for the IPO of our game!!!