Long Live The Dodo

Unity C#. PC & Mobile.
3 weeks development time.
Gameplay & AI programmer.

This project was the second mini-project from our school assignment centered around learning about the concepting phase of game development, so this was made right after the Morbus demo.

The concept itself is an RTS-inspired mobile game, where you have to save your colony of dodos from human colonizers by commanding your dodos to harvest resources and build traps or ways to escape.

We came up with this idea by using a set of constraints giving by our teachers of working on a mobile game, and we intended this to be aimed at getting beginners into the RTS genre.

The demo we created is playable on android and pc and features the ability to increase your amount of dodos, harvest resources, having colonizers invade your island and capture your dodos, and lastly, build an escape raft.

What is Long Live The Dodo

My responsibilities

In this project, I had a mixed role of doing both gameplay and AI.
As such, I worked on multiple aspects of this project. First off, just like in Morbus, I participated in brainstorming and creating small prototypes to prove concepts.

Afterward, I worked on the RTS systems, which means commanding nearby dodos to work on resource gathering and using gathered resources to escape. For this, I actually took a lot of inspiration from the Morbus need system. As such, it has some of the same design aspects and is as modular as that one. But this time is written in C# code in unity.

An overview of what these systems do:
- Tell dodos to follow the player.
- Command dodos following the player to harvest a certain resource type.
- Dodos deliver resources to stockpile and go towards available resources.
- Building system that allows you to assign dodos to carry resources to and build the escape raft.

I also implemented audio hooks into all of these systems to play specific audio clips chosen by the designers to play as specific interactions.

And I implemented and supported the input package that we are using. This ensured that we were able to build for both PC and Android for a wider testing audience.