Jonathan

๐ŸŽฎ Strategy Game Movement System

A two-part project designed to support rapid prototyping and simulation for grid-based strategy games.

This system combines:


๐Ÿงฉ Overview

Designing levels for grid-based strategy games is often slow and fragmented - game designers may need to manually define tile maps, terrain types, and unit logic using engine-specific tools or handwritten data formats. This makes it harder to iterate on what โ€œfeels funโ€ during early development.

To bridge this gap, I built a two-part system:

The C# implementation includes a clean, modular Dijkstra pathfinding algorithm that can be easily:

Together, these tools help speed up the early design loop: from initial level design โ†’ prototype โ†’ test. By decoupling level creation from engine constraints, this system gives teams a flexible, engine-agnostic foundation to build on - whether theyโ€™re using Unity, Unreal, or something custom.


๐Ÿ› ๏ธ Strategy Game Level Creator (Frontend)

A browser-based visual editor that functions like MS Paint for strategy game levels. It lets you:

๐Ÿ–ผ๏ธ Example Usage

Demo Preview

๐Ÿ‘‰ Try it here! โ†’ Strategy Game Level Creator


๐Ÿง  Turn-Based Simulation Engine (Backend)

A C# console application that:

The backend focuses on core game logic and mechanics, and is designed to serve as a foundation for integration with Unity, Unreal, or any game framework. For more details, please see the README on GitHub.


๐Ÿ“‚ Source Code

Each repo includes documentation, code samples, and usage instructions.