Dune: Special Spice Ops

My Role

The game of Dune: Special Spice Ops was developed using Ko-Fi Engine as you can see in Projects. Both the game and engine were being developed at the same time, so I started as an engine programmer to then jump into the gameplay programmer role using Lua scripting once the engine modules and tools were finished.

The Team

The Chamfer Studios team is a university group of 25 students that developed the game between February and June 2022. The methodology used through the design and development was the scrum framework, following weekly sprints inside several milestones. We started following departments: production, programming, art and design; but then we jumped into working in scrum teams.

If you want to know in depth how the production process was, check this section of our website.


About the Game

The Dune: Special Spice Ops project is a real-time tactics game focused on stealth, discovery and strategy. It has been in development during spring 2022 by a group of 25 students from the UPC-CITM. The game is based on the Commandos (1998) game by Pyro Studios and the science fiction novels of Dune by Frank Herbert.

The feudal interstellar society of Dune inspired the narrative of the game and the story of the three characters: Zhib, Nerala and Omozra. As in the novels, the main resource of the world is the spice, an element that will play a role in the mechanics and resource of the game.



My Contributions


Spice Resource

I was in charge of the resource of Dune, the spice. My task here was to have sacks around the level that reward the player with a certain quantity of spice when they walk into them. Enemies dropped spice loot as well, but using a random drop rate and a random amount.

This spice can be used to spell certain abilities and level up the characters.



Game State: Save & Load

As the spice was required in other parts of the game, I needed a way to save & load the game progression. So I dedicated some time to be able to preserve the state of the game using a json file from the Lua scripts, which involved some C++ code from the engine as well.

This game state file stores information about defeated enemies, the amount of collected spice from the two levels (and the sacks that are already taken) and each character's position when the last checkpoint was obtained.



Levelling System

Characters presented levels in their abilities so the spice & game state task is also relevant here. This way, I saved the level progress of each ability that the player upgraded its characters to and considered this into the game as well, modifying the stats depending on the level of the ability.

Then, into the gameplay I implemented how each ability level affects the stats of the character, and the logic of a menu where the player upgrades these abilities as you can see in the images.