Revelations Trail a Bricks Bucket Example


The idea for Revelations Trail came from a job test, where I was tasked with building a tower defense game in just a few days. Knowing that my code would be carefully reviewed, I decided to use my custom-made Unity toolset, the Bricks Bucket package, which is a collection of scripts and tools to aid game development. My aim was to highlight my ability to write clean, reusable code while delivering a functioning game, even within the tight deadline of a couple of days.

The Concept

In Revelations Trail, you control a group of little monsters that must defend their castles from an invading religious order trying to force conversion. There are three monsters, each with a unique ability:

Phantom: A melee fighter who engages enemies up close. Repair Cat: Fixes damaged parts of the castle to keep it standing. Archery Skeleton: Deals damage from a distance, fending off attackers before they get too close.

The enemy forces consist of three main characters:

Religious Lady Soldier: A melee unit that leads the charge. Monk: Provides ranged attacks to weaken your defenses. The Pope: The boss enemy, commanding the religious order and presenting the final challenge.

The Development Process

The game’s mechanics are simple yet functional, and the basic systems—attack behaviors, castle repairs, and enemy waves—are fully operational. Due to the limited time available, some aspects, such as animations, had to be left out, which I had to explain during my interview. Despite this, the gameplay logic work as intended, showcasing the potential of the project.

System Design

The Outcome

While the game itself is simple and unfinished, the key reason behind its success in the application process was the use of the Bricks Bucket package. The employer was impressed with the organized, well-documented code, and I was offered the job. However, I ultimately chose to accept a different opportunity.

Collaboration & Tools

I was fortunate to have the help of my friend Yair Lima, who quickly created the game’s art assets. Although we didn’t have the time to implement animations, the static assets fit the overall theme of the game. Additionally, I experimented with Unity’s Cinemachine for camera control, which helped create a smooth, point-and-click experience.

Overall, Revelations Trail served as a great learning experience and allowed me to demonstrate my coding abilities under pressure. Though it remains unfinished, the core of the game works as intended, and it helped me secure a job offer—a win for the project despite its simplicity.

Files

Revelations-Trail.zip Play in browser
51 days ago

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