Harvest Quest
CompletedYear-long capstone project - Farming RPG with turn-based combat

Role: Gameplay Programmer
Joined mid-project after my original team disbanded. Quickly adapted to existing codebase and took over critical systems.
- • Rebuilt combat system from 1v1 to scalable multi-party battles
- • Set up ScriptableObject architecture for enemies, skills, party members
- • Built dynamic combat UI for multiple entities
- • Implemented skill system with SP costs, buffs/debuffs, targeting
- • Created enemy AI decision-making logic
Overview
Farming RPG where players grow crops that transform into combat enemies. Instead of selling crops, you battle them for profit and loot. Combines farming simulation with turn-based RPG combat.
Combat System
Multi-Party Battles
Scaled from 1v1 to full party combat with target selection
ScriptableObject Design
Modular data-driven framework for all combat entities
Skill System
SP costs, status effects, single-target/AOE/support skills
Enemy AI
Expandable targeting logic for enemy decision-making
Team Coordination
- • Worked with producer to translate vision into functional systems
- • Built tools for non-technical team members to configure gameplay
- • Coordinated with other developer to avoid conflicts and maintain code quality
- • Created hooks for animations, audio, and UI integration
Team & Timeline
Team (6 students)
- • 2 main developers
- • 1 artist
- • 1 developer/sound designer
- • 1 developer/UI specialist
- • 1 producer/designer
Timeline
- • Total: ~1 year
- • My contribution: ~4-5 months (second half)
- • Capstone deliverable
Tools Used
UnityC#ScriptableObjectsGitHub