Harvest Quest

Completed

Year-long capstone project - Farming RPG with turn-based combat

Harvest Quest 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