A Macromanagement focused RTS in a rich Cyberpunk world. What we want to do with Neuroslicers is tell a story. A story that would get people's passion for RTS ignited. The RTS part of the game revolves around deploying Units and Abilities directly onto the field - anywhere you have Territory coverage.
AI then takes over the Units, and you're left with managing your resources, including Territory.
I did the original prototype for Neuroslicers during the summer of 2014. The team loved it, and we haven't let go since.
As a Lead Designer and Gameplay programmer in a team of 10, I've been involved in almost all aspects of gameplay - both design and implementation.
Areas I worked on
Controls :Camera movement, placement etc
Unit AI :Behaviour trees control who goes where and who fights who
Player AI :Wrote a GOAP which allowed me to model an engaging and easy to maintain AI opponent
Ability system :Allows designers on the team to create new non-trivial abilities using Unity's GUI
Juice :Feedback and Response times
Synergies :Consistent rules (design & code) that makes interactions between entities easier
Game Server (C#) : Bespoke Client-Server communication
Onboarding :Making the experience as smooth as possible for new players
Level Objectives :Heroes of the Storm style global objectives on levels
Level Design :1v1, 1v1v1 and 2v2
Game Balance :aka "pissing players off" simulator
Frontend & Menus :Talking to the Backned and implementing UI
Continuous Integration :Full build chain - from Source Control to Deployment with multiple environments