Homepage of Jussi Eerio
About me
I'm a 30-years old M.Sc (Tech), graduated from Tampere University of Technology in 2014. I'm an avid gamer, with interest in all kinds of games, from PC/console gaming to board-, card- and role-playing games. I'm currently employed by Aloma Oy as a Software Designer.
Projects
I spend some time every week on projects of varying size and ambition. The goal of many of these projects has mainly been to test technologies I either haven't tried before or refresh on stuff I feel I'm rusty with, these homepages being one such example at the time of creation.
The projects listed below are not the only things I'm working on, just the ones I consider to be mostly my "own" projects, code-wise or otherwise. Some of my projects (both those listed here and some other stuff) can be found on my Github.
Active projects
Projects that I am currently either actively working on or still plan to continue when I have the time.
Beyond Apocalyptic Times (B.A.T.)
My own take on one of my favorite games, King of Dragon Pass, using my own setting. Lead a group of survivors to prosperity in a wasteland left behind by what was supposed to be the end of the world. Choose leaders for your group, interact with other groups of survivors, venerate the gods and creatures that helped you fend off seemingly inevitable extinction and above all, survive. Survive and rebuild civilization. Originally started as WinForms project and then moved to WPF as a way to teach myself those subsystems of .NET framework. Currently on hiatus while I decide whether to keep going with WPF or move on to a more game-dev friendly framework.
Planned features:
- Turn-based strategy with elements of a role-playing ("roleplay a faction"), management and story-telling games in a post-apocalyptic fantasy world.
- Faction management: pick your leaders among the nobility of your faction, build structures in your settlement, distribute your people to work on different vital roles in your society, from farmers to warriors.
- Faction customization: choice-based creation of your faction deciding both the societal structure of the faction and which deities the faction has chosen to follow. These decisions determine both which events can occur as well as how events will play out and how both your faction and others react to your decisions during play.
- Event system: including both multi-part story events with consequences as well as randomly repeating ("friendly faction sends emissary"), triggered ("beaten hostile faction offers surrender") and one-off events ("important discovery requires attention of the council").
- Pantheon system: Your faction follows a set of deities, determined by faction creation and choices during the game. These deities affect the faction in several ways, from passive effects to the general outlook of the faction. For example, a faction that worships a deity that hates undead will have a very dim view on necromancy, where as one that worships deity of death and magic might be more favorable view towards it.
Planned projects
The projects listed here are ones that are either mostly or solely on paper / in my head right now, but that I plan on fleshing out sooner or later.
Bloodlines of Magic (B.O.M.)
Game based on another one of my favorite games, Crusader Kings 2. Take role of a noble in a fantasy kingdom and lead your dynasty to supremacy.
Planned features:
- Grand strategy: Govern your lands, maintain diplomatic ties, make war, perform research of both mundane and magical nature to further your objectives.
- Long-term planning: The game is planned to play out over centuries rather than weeks, months, years or even decades.
- Family tree system: Fleshed out system of relations for all important characters in the game. Characters can have parents, siblings and children, all of which can seen in a family tree.
- Trait system: Every character has a list of traits from their upbringing to genetical traits to personality traits, all of which affect their attributes.
- Magic system: Some characters in the world have the hereditary ability to wield magic. Magic can be used for variety of purposes, from scholarly to warfare.
- Dynasty planning: Forge diplmatic ties with other great families of the realms via marriage while introducing beneficial hereditary traits to your dynasty's bloodline.
Unnamed Space Strategy
Inspired to a degree by random online discussions about Stellaris combat system as well as the in-depth character system of Crusader Kings 2, the idea here is basically "Crusader Kings in space" while abstracting away most of the micro-management common to these games. Rather than micro-managing every aspect of the realm themselves the player should delegate most of the work to their retainers.
Planned features:
- Delegation-based space strategy game: Appoint governors, admirals, generals and more to handle specific issues of the realm.
- Long-term planning: The game is planned to play out over centuries rather than weeks, months, years or even decades.
- Family tree system: Fleshed out system of relations for all important characters in the game. Characters can have parents, siblings and children, all of which can seen in a family tree.
- Trait system: Every character has a list of traits from their upbringing to genetical traits to personality traits, all of which affect their attributes.
- Loyalty system: Your subordinates - including your heirs - have a loyalty system that determine their actions and goals. Loyalty is determined by how both their family and the characters themselves have been treated over generations.
- Hands-off space combat: Battles are determined by fleet compositions as well as those leading them. Leader attributes and traits should play a major role in determining the winners.
- Fleet hierarchy: Depending on the size of the fleet, it may have hierarchy of command and sub-divisions in the fleet, each sub-division requiring a leader of its own.
- Sector-system: Rather than moving fleets around themselves, the player will assign sectors and designate both hierarchy of command as well as fleets to defend them. Undefended sectors may grow unloyal or get infested by space piracy, hurting the realm at large.
- When war breaks out, the sector(s) bordering the hostiles will form battle fronts that flow back and forth depending on how the battles go.
- Abstract economy: The main resource for the realm is money / credits. All other resources are considered to be trade goods that are traded for across the galaxy. Being either the main supplier or trader of these resources gives the realm bonuses, but none of them are required to run the empire or expand the realm's economy / fleets.
Finished / abandoned projects
Projects that I have worked on in the past that are either finished or that I do not currently have plans to continue working on.
Unnamed HTML5 Platformer
A small HTML5/Javascript project I'm doing with a friend using Quintus game engine. The concept was that of a simplistic stealth platformer with some twists.
Conceptual design by friend, programming by me. Last stable version can be found here. Includes most of the basic movement (walk, jump, climb walls/roof),
very basic enemy interaction and test version of combat. Currently using placeholder stickman graphics made by a friend since neither of us has the talent or interest in doing proper 2D graphics. Abandoned since neither of us has interest in continuing it right now.
Crawl Calculator
A calculator application to help plan character for a roguelike game Dungeon Crawl Stone Soup. Mostly made this one to learn how MVVM works in practice. Doesn't currently include anywhere near all the options in the game and is indefinitely on hold since I don't play DCSS right now and thus lack motivation to finish it, especially considering DCSS is in constant development, adding more features.
RogueLite
Minor project I started based on an existing Roguelike tutorial that uses RLNET and Roguesharp libraries, mostly on a whim. Sadly the tutorial libraries are/were rather limited and I never got around bothering to write my own to replace them, so this project is abandoned, at least for now.
Contact info:
e-mail: jussi.eerio@gmail.com
phone: 040-5484421