SMU Guildhall Graduate Catalog — 2024 Cohort 32 | Page 86

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Xiaohan Zhang
Software Development
Prince Rystiya ’ s Starfleet
I love the grand scale and creative freedom of real-time strategy ( RTS ) games , but I ’ m also frustrated by their stressful , punishing multiplayer and steep learning curve . Therefore , I wanted to make a single-player RTS that is simple and fun .
Prince Rystiya ’ s Starfleet ( PRS ) has four game modes . In custom mode , the player can set up the fleet composition of both sides before the battle starts . In challenge mode , both the player and the enemies start with a fixed fleet . The skirmish mode provides classic RTS gameplay , where both sides can expand and build more units . The conquest mode turns the game into a grand strategy game where the player needs to control multiple fleets , capture a galaxy of dozens of star systems , and engage enemy fleets in a separate tactical map .
PRS took me a bit more than 300 hours , not including time spent on researching or identifying playtesters . Through this project , I learned to improve performance using space partitioning and multithreading , build a custom UI system from scratch , and implemented basic features of realtime and grand strategy games ( such as unit executing waypoints and weapon lead targeting ).
86 SOFTWARE DEVELOPMENT