Portfolio case study

Broken Crown

A controller-first Godot RTS where battalions are the command and combat units, with individual soldiers rendered as formation visuals.

Project status

Broken Crown is in development. The active Godot menu path launches a Local / Bots match on a skirmish map. Campaign and Join Game are disabled; Host LAN opens a placeholder lobby rather than networked play.

Problem and design goal

The game centers battlefield decisions on battalion-level orders: select groups, move them in formation, attack, gather resources, and build. The controller-first interface is laid out for a 1280 × 800 viewport, keeping those RTS commands accessible on a compact screen.

My role

I created and developed Broken Crown end to end, including its Godot implementation, battalion simulation, controller-first interface, match flow, and faction systems.

Implementation

Engineering trade-off

Gameplay orders and combat state live at battalion scale, while individual soldiers handle formation, animation, and casualty presentation. That keeps the control model focused on groups and separates tactical state from the visual work needed to make those groups readable.

Engineering outcome

I've connected the main pieces of a skirmish: faction starts, battalion commands, resource gathering, building production, AI, and match-end rules. That's the foundation I'm continuing to build on.

Current scope

At the moment, I'm working from one Local / Bots skirmish on TestMap03. Campaign and Join Game are unavailable, and Host LAN opens an informational lobby. That's the menu flow currently wired into the game.

Public access

The source repository is private, and no public playable build or product link is available yet.

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