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Stackolony is a city-builder about settling a colony on an unknown planet

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Another big problem was the ability to modify and equilibrate the game easily. Since the system was really huge, and we had a lot of features, it was obvious that we couldn't do any playtests before a long time, so I had to create multiples tools and a flexible code to allow fast  and easy modifications of each part of the game.

Since this was my first project thought to be released, I also had to create a really clean code that could be understood and modified easily by any programmer, at any time. For that I did research to find the best ways to get a clean code.

I worked as a Gameplay programmer and Systems programmer.

The first challenge faced was the huge system of the game : The different blocks of the game must send lots of information to each other, using a propagation system.

Due to this system I had to find a way to do really huge calculations without causing any FPS losses. So I did a totally asynchronous system, based on coroutines to dilute the calculations on more frames.

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Another big problem was the ability to modify and equilibrate the game easily. Since the system was really huge, and we had a lot of features, it was obvious that we couldn't do any playtests before a long time, so I had to create multiples tools and a flexible code to allow fast  and easy modifications of each part of the game.

Another big problem was the ability to modify and balance the game easily. Since the system was really huge, and we had a lot of features, it was obvious that we couldn't do any playtesting for a long time, so I had to create many tools and a flexible code to allow fast  and easy modifications of each part of the game.

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