As mentioned, our design approach was inspired by Clash of Clans. Alongside integration of city building, resource generation, and battle function, we also designed an isometric view and snap to grid features. These elements gave the game much more of a 3D feeling and a more satisfying view for players who like to spend time on their designs.
On the technical end, we made sure to use a suitable server to save game progress and user data. Photon was our server of choice. As a Junior Developer, it was a bit challenging for me, but I enjoyed the process and quickly learned from my mistakes. We also used a MySQL database, so most of the logic was implemented on the server-side.
On the client side, I had the opportunity to implement the user interface in some areas of the gameplay. However, Unity 3D did not have a proper UI system back in 2012, so we had to use eZ-GUI instead. Optimizing this aspect of the user interface reduced the draw calls and gave us much better performance. I also gained experience implementing social plugins to the Unity side, such as Prime 31’s Facebook plugin.
Even though we finished the first iteration of the prototype within three months, the company went defunct before the game’s release. It was very unfortunate that we had to abandon the project after putting so much energy into it. But, in the end, I learned a lot and immensely enjoyed the process.