Homestead Arcana is a third-person adventure game built with the Unity Engine. I worked on the project from March 2021 to May 2023, primarily as a Gameplay, UI, and Tools Programmer.
My major contributions to the project include:
Engineering ownership of several core system
Crafting system and UI
Porter Shop and UI
Storage Chests and UI
Inventory Grid and Inventory Management
Engineering ownership of several side content systems
Broom races and needed content creation tools
Miasma stashes system
Character Creator and Wardrobe Customization
Implementation of several pause menu screen (recipes, inventory, map, options)
Misc Gameplay and UI contributions
Crafting
System Summary:
Crafting in Homestead Arcana is fairly standard; collect items and use recipes to create better items.
The game has several crafting stations, including a Cauldrun, Grill, Windmill, and more.
Each station has its own collection of recipes and can even be upgraded to expand that collection.
Recipes are found either by collecting new items or purchasing/finding the recipe in the world.
Contributions:
Primary owner of the system after inheriting its proof-of-concept.
Worked closely with design to flesh out and iterate on Crafting Stations, the Crafting UI, and the Recipe systems.
Ensured the crafting system could save and load.
Porter Shop
System Summary:
The Porter is a character who comes to the player’s homestead once a day to collect and deliver mail and buy and sell items to the player.
The items Porter sells range from a random collection of consumables to essential upgrades and recipes.
Contributions:
Wholly owned the Shop functionality of the Porter from initial ideation to finished implementation.
Worked closely with design to implement system and UI design docs and perform iterations.
Worked very closely with a paired designer to determine the needs of the system
This system was added late in development so a lot of time was spent to determine how it fits into the game and economy.
Broom Races
Contributions:
Fully owned from initial concept to full technical implementation
Worked very closely with a paired designer to determine the needs of the system and aid in content creation
Assisted in the creation of 50% of the races (8 races)
Developed tools to aid in the creation of races
System Summary:
Once unlocking the Broom, Huckleberry will guide the player to any of the nearest race bells found at the player’s main homestead or base camps.
Each race bell has its own location-specific collection of races for the player.
The player must complete races to unlock the full location collection.
Once races are completed the player is given a reward.
Miasma Stashes
Contributions:
Fully owned from initial concept to full technical implementation
System Summary:
Miasma stashes are a collection of randomly spawning chests that the player can find while exploring the Miasma.
Each time the player enters the Miasma a random amount of stashes is activated and populated with random items.
Each stash is assigned a loot pool that it can pick items from with a variety of rarities and drop chances.
Storage Containers
Contributions:
Fully owned from initial concept to full technical implementation
Worked closely with design to implement system and UI design docs and perform iterations.
System Summary:
Storage Containers are a way for the player to take items from their inventory and store them for an indefinite amount of time.
Standard Storage Chests simply hold items and cannot communicate with any other systems.
Upgraded Magic Storage Chests have a larger capacity and are able to be accessed from the Crafting UI for either ingredient collection or putting crafted items directly into storage.
Inventory Management
Contributions:
Taking a basic player inventory grid and extending it to work across many different interfaces (Crafting, Porter-Shop, Storage Chests, etc.)
Adding polish to item movement and controller support
Extended inventory grid functionality including sorting, visual item filtering, and cross-inventory drag-and-drop
Character Creation & Wardrobe Customization
Contributions:
Took existing back-end functionality for changing active character model pieces and developed the full system surrounding it.
Worked closely with design to implement system and UI design docs and perform iterations.
Created both new game Character Creation screens as well as Wardrobe Customization
Created functionality for unlocking new customization pieces and crafting clothing recipes.
Ensured Customization options save and loaded properly
System Summary:
When starting a new game the player is able to customization the appearance of their character.
These options range from hair color, eye color, hairstyle, and gender presentation.
Once in-game, the player eventually will be given a Wardrobe which allows them to customize the clothing options their character is wearing. These options include Hats, Hair, Outfits, and Shoes.
Pause Menu Pages
Contributions:
Finished the creation of the main player inventory page including adding stat, currency, and name info.
Created several pause menu subpages
Map UI
Displays the current location of the player on the map, the location of Miasma scars, and the location of the fast travel positions.
Respond to player game progress by showing areas of the map still affected by the Miasma.
Options page
Implemented the UI for the pause menu Options page as well as much of the options functionality.
Recipes page
Implemented the Recipes tab that is used to display the recipes the player currently knows
Misc Gameplay and UI Contributions
During development, I also assisted in feature additions, refactors, and bug fixes for several other systems and gameplay elements that weren’t necessarily owned by me.
These include:
Huckleberry homestead behavior and Conversation POI
To assist in the development of AI in the game I took charge of several aspects of the development of Huckleberry’s behavior.
Added to Huckleberry’s state-machine behavior for the homestead to have him react to the player tending plants or placing crafting stations.
Added conversation POIs as a way for narrative design to have Huckleberry lead the player to certain locations for dialogue.
Mail and Package Hutch UI refactor
Took an existing pair of UI screens and refactored their UI and back-end behavior based on new design requirements.
Plant Tending Upgrades
Added to the existing plant system a way for the player to upgrade the tools they use while tending. Each tool upgrade has a different effect ranging from a growth modifier buff to a chance to not consume compost when applied to plants.
Fast Travel