The Legend of Morvgard
UNITY 2023 · C# · IDLE RPG · MVG STUDIO
Built the full gameplay loop for this idle fantasy RPG from scratch in Unity. The battle engine runs on a tick-based timeline — each hero and enemy has an attack interval, a stat block, and an ability trigger evaluated every frame against a shared combat clock. Characters auto-engage but skill activations are manual, so the game sits in the idle sweet spot: playable when you’re watching, functional when you’re not. I wrote the chapter progression system that swaps environments, enemy rosters, and boss definitions from scriptable-object configs, meaning new chapters ship without touching a line of runtime code. The six-character party system handles ability stacking, status effects (poison, stun, bleed), and the heal–damage duality that makes Lizzy Toxin work as both support and assassin. Boss encounters layer a health-threshold phase system on top of the base tick loop, spawning elite enemies mid-fight and triggering screen-shake and particle bursts through a lightweight event bus. UI is fully data-driven: resource bars, card portraits, chapter maps, and the season-pass HUD all bind to the same underlying game-state model, so swapping in a new theme is a prefab swap, not a refactor.
Solo Dev
Idle Systems
Unity Mobile
Scriptable Objects
UI Data Binding
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