Tools Development

Work

Quest Editor

Working on a solo project called Adventurer's Guild, I designed a quest system that operated as a tree of decisions and events players had to navigate through.

I wanted a tool that would help me design the quests and save them as data files that the game would load on start. I chose to save the quest data into JSON files as they seemed easiest to parse, most compatible with other tools and it made debugging simpler.

To create the trees, I created a custom editor window in Unity. Using Unity's GraphView as my base, I created the logic to create the types of events supported by my quests: Information Events, Decision Events and Challenge Events.

Looking Glass

To help with the development of Bat Bots, I created an in-game debug tool. Accessible only in development builds of the game, it greatly empowered our testing capabilities.

Development of this tool started as we began work on the power up system. To avoid having to change spawn logic for testing, I created this tool to give us quick access to that logic in order to do tests mid-run.

Over development, Looking Glass kept growing as I saw more ways for it to add value. The last version enabled the team to:

  • Spawn any bats we wanted for testing or toggle their spawning in general

  • Toggle power up spawn availability

  • Unlock or reset achievements

  • Lock framerate for quality and performance testing

  • Show the bats movement vector to debug collision avoidance.