Jinn’s Curse

Jinn’s Curse

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  • Post Category:C# / Unity

Jinn’s Curse is a two player competitive resource management game. Two opposing factions battle for control of territory while gathering the resources they need to curse their opponents.




More Information:

Jinn’s Curse has two phases. During the first phase of the game players can buy resources or cast spells. During the second they must move throughout the board gathering spices from farms and capturing temples.

Spell Phase
Movement Phase

Inspiration

Jinn’s Curse draws inspiration from my recent trip to Zanzibar, Tanzania. It’s art style is based on modern east african trends and the content is based on my experiences. We strived to make this game fun and not offensive.

A woman dances with a chicken during a spirit possession ceremony I attended on Pemba

Many Americans know very little about Africa. They see it as completely foreign to their everyday lives. Through this game we wanted to represent the unique religious beliefs of the Zanzibar region.

Offerings at a holy site in Pemba

The Team

This game was made during Production 1. During Production 1 students work as teams to make games on a short timeline. This game was made by a team of four students over the course of three weeks. We strived to remove all placeholder assets from the project and deeply apologize if we accidently left any in.

The dream team:

  • Lead Programmer: Amelia Payne
  • Lead Artist: Brooke Pendleton
  • Lead Designer: Matthew Randolph
  • Lead Producer: Alejandro Shaw-Correa

Architecture

Jinn’s Curse was built using the MVP design pattern. I focused on keeping code organized and decoupled.

Inspector Variables

Jinn’s curse was programmed to be easy to use for designers. Almost all the stats and spell effects can be modified in the inspector. The spells themselves are stored in a scriptable object which makes is easier for the designer to modify them.

Spells can be modified in the inspector

Thanks to ShengTribeTv for the background music.