Select Page

WyshBound

Release Date: TBA

Team Size: Knights of the Island – 10

Genre: Action-Adventure

Platforms: Windows

Project Length: July 2023 – Ongoing

Engine and tools: Unity (C#), Adobe Photoshop, Pro Create, Google Drive

Steam      Linktree

What is WyshBound?

A great knight is all that stands between his kingdom and certain doom. Wes… is his squire. When the villainous Fangor defeats the great knight, Wes is the only one who can avenge his fallen mentor. Gather a party of friends, solve unique puzzles, and collect the realm’s five gifted flowers to end Fangor’s quest for power and save the world.

WyshBound is a 2D action-adventure game that pays homage to the old school Legend of Zelda games like Link’s Awakening. WyshBound is set apart from other games with its unique cast of characters and compelling dialogue and stories.

Screenshots and GIFs

WyshBound Showcasing

Responsibilities

As lead programmer for this project, my responsibilities involved:

* Implementing a large-scale and easily expandable user interface system including inventory,  audio and visual settings, configurable controls, and save files.

* Developing a save system that saves a snapshot of the game state along with any necessary game objects as strings that’s optimized to stop the game from stuttering when saving.

* Incorporating controller support that allows for configurable control schemes.

* Developing an easily expandable dialogue system that includes the ability to read dialogue into the game via spreadsheet, present dialogue options, and activate events.

* Collaborating with other programmers to overcome programming issues and limitations.

* Identifying and correcting bugs within my own and other programmers’ code.

* Creating a transition system for moving between different scenes, maps, and music tracks.

* Implementing and setting up animations created by the art team.

* Incorporating a hierarchy system of classes to implement and affect any in-game companions easily.

* Developing an easily expandable event-based cutscene system that allows designers to create cutscenes within the Unity Inspector.