Sukutunia
This project is probably the most advanced work I've ever worked on (2016). I wanted to make a gameframe for a doujin game like Neptunia, but about Sukusukus (Touhou Project doujinshi).
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In short, this game is a 3D JRPG with exploration and turn-based battles. It has been designed to go along the same line as Neptunia, but home-made in Unity5.
As for the development, my main focus was having a game framework, but most importantly, developer tools.
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I wanted to give the framework enough tools so that designers could make entire levels without entering a single line of code.. And I succeeded.
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With the tools made, it took me 30 mins (+3h to make the actual terrain + objects) to create a fully working level. These 30 minutes are all about interface manipulation, 80% of which use my tools.

On the right is the Level Data, where all information necessary for a working level can be entered. In the middle is the Debug Manager, which displays Level Data content on the scene.

This is the interface where all information about each single unit can be entered.

Each time a designer wants to add a new model for a character customization, he will just need to add an element to this list, and press the button at the bottom.

On the right is the Level Data, where all information necessary for a working level can be entered. In the middle is the Debug Manager, which displays Level Data content on the scene.
This project is probably the one project I am the most proud of, and will be proud of for a long while. I consider making a full game out of it, as soon as I get enough stability to work on it as part time.
©HiziProjects

