Brightside Combat System

Gonkquered

2024

I created a Mushroom Wars clone as my first skills project in the academy. This project helped me assess how much my C++ skills had developed, while also providing my first experience collaborating with artists to figure out the required assets. This led to plenty of back-and-forth discussions, adjusting asset formats and managing the limitations of their workload and the small pipeline in place.



C++
PlayBuffer
Gameplay
Editor
Coop

Key Features

Challenges, solutions and lessons learnt

My first challenge was figuring out how to save multiple settings, which I initially tackled using raw binary data. Over time, I learned the advantages of using a more structured format like JSON. Binary formats should be reserved for later optimization in final game builds. This experience also taught me the importance of considering serialization early on, as changing it later proved to be quite painful. Another challenge was managing the many player controls, which required more UX design than I had anticipated. While I eventually achieved the customization and ease of use I was aiming for, it took longer than expected.