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
- A configurable Godot match shell loads the selected map, applies player and opponent faction starts, spawns each headquarters and builder, and connects match-owned services for economy, AI, visibility, upgrades, powers, and faction mechanics.
- Selectable battalions own gameplay state such as movement, health, targeting, and orders. BattalionVisual derives soldier formations and casualty visuals from the owning unit instead of simulating each soldier as an independent gameplay unit.
- The command layer turns selection into formation movement, attack, and harvesting orders. Builders handle construction; buildings generate resources, queue units, apply upgrades, and send produced units to rally points.
- The opponent's macro AI handles harvesting, expansion, production, and attacks. Match logic includes headquarters/elimination outcomes and timed draws; capture-point victory is available when the loaded map contains capture points.
- The match scene also wires visibility, terrain effects, veterancy, power progression, fortifications, and faction-specific systems into the gameplay architecture.
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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