top of page
DARKFALL
Tech Demo
SUMMARY
Darkfall is an old-school Real Time Strategy game where the player controls a small army and must defeat all enemies on the map to progress.
This was a 2 man project - while I handled the gameplay mechanics and AI systems, my compatriot Darren Walsh handled the procedural generation of the level. You can see more of his work here!
PROJECT DETAILS
TEAM AND TIME
-
11 Unit Types
-
Unique Unit Abilities
-
Explosive Propagation System
-
Advanced AI Tactics
-
Procedural Level Generation
-
Projectile Physics System
-
Team Size: 2
-
Time: 2 Weeks
-
My Role(s): RTS Framework | AI Systems

GOALS
Darkfall was an opportunity for my to expand my AI knowledge and create an RTS proof of concept that included both enemy unit and enemy squad decision making. By using a series of "lite" managers to handle certain tasks while each unit can also act as an individual, enemies are capable of flanking high priority targets, utilize area of effect efficiently, and isolate player units for easy kills.
With a short deadline of two weeks, I focused on building the framework and architecture early on so that adding new units, abilities, and AI patterns was quick and easy. This paid off quite well - I was able to add 4 entirely new units on the final day of the project as the tools and interfaces were planned accordingly.
For design, I had to ensure that each player and enemy unit had a palpable role in combat. No unit outclasses another perfectly - instead the player must leverage each possible advantage they can muster through clever use of formations, flanking, abilities, and target priority.
For enemies, the different AI systems for each type lead to reactive and intelligent decision making. Did you leave a vulnerable Dwarf or Archer away from the protection of melee units? Expect to be punished accordingly.
Enemies use a series of systems to determine what they should do as individuals and as a formation. Ambush enemies use triangular calculations to find ways around beefier formations to hunt down weaker units in the backline.
The Forces of Light
Warrior - Player Melee
The backbone of any army, Warriors are solid all rounders who offer speed, damage, and health.
Archer - Player Ranged
Long ranged damage dealers, Archers can decimate high priority targets from a safe range, but are helpless in melee.
Archers can also use fire arrows to ignite explosive and deal bonus damage to enemies.
Dwarf - Player Demolitionist
Explosive experts capable of turning even the largest armies into burning rubble, Dwarves are a valuable tool to any strategist. Dwarves can also place down Satchel Charges which can be detonated by any ignitable source.
Berserk - Player Shock Trooper
Berserks sacrifice armor for higher damage and speed compared to warriors. They excel at flanking maneuvers and hunting down isolated ranged units.
Journeyman - Player Healer
While incapable of combat, the journeyman possesses a strong healing ability that scales with the target's missing HP.
The Forces of Dark
Thrall - Enemy Melee
Thrall are the most basic enemy unit, serving as frontline meatshields. What they lack in power they make up for in sheer numbers.
Skewer - Enemy Ranged
Skewers are enemy ranged units, capable of hurling spears at incredible ranges. However, they are defenseless up close.
Ghol - Enemy Flanker
Ghols are the enemy's premier flankers. They will avoid stronger player units and find flanking paths onto valuable units like archers and dwarfs. While incredibly fast, they are weak in direct combat with other melee units.
Fetch - Enemy Mage
Powerful and mysterious creatures, Fetch can throw lightning bolts that chain to other nearby units, dealing more damage as it arcs. However, the Fetch is brittle - and can easily be dispatched from long range or by flanking.
Savage - Enemy Shock Trooper
Savages are brutal, beast-like creatures that hunt down valuable targets in combat. These units will outflank and devastate unprotected backline units, but are also lethal in melee.
Maul - Enemy Tank
A mountain of meat - the Maul is slow, tough, and hits like a truck. Mauls buy time for other more dangerous enemies to destroy the player's army.
bottom of page