2D Rogue-Like Demo
A downloadable game for Windows
Made For UCSC CMPM169 Final Project
- Tips:
- When loading the game scene, it will take several minutes to generate the map level and read the configuration table. We will optimize it in the future.
- Game operation instructions:
- Moving:WASD or arrow key
- Shoting: left mouse button
- Rolling: spacebar
- Pick Up Weapon: F
- Team Member:
- Zexuan Li
- Zhuo Chen
- Guixiang Li
- Xing Zhong
- Postmortem Analysis:
- What worked out well?
- Correctly implement the map generation system core and buff generation system with the knowledge learned to make the game experience fresh and engaging.
- What didn't work out?
- If we only focus on the requirements of the assignment, we have done a good job. But if we look at it as a complete game, I have to say it more like just a demo. We don’t have a complete UI design and a tutorial on how to teach players how to play the game etc., which are important factors that constitute a complete game.
- What would you do differently?
- One of the changes we will implement in future iterations is to introduce more enemy types and a better buff system. During development, we observed that our existing enemy asset and buff system are still too monotonous and easy for players to predict, which makes them less attractive to players. More diverse combinations will allow players to increase their strategic participation in the game and allow players to form their own strategic and tactical choices.
- What worked out well?
- Artist Statement
- 1. Introduction:
- Our game is a roguelike shooting action demo where you play as a courageous adventurer. Starting with a basic handgun, your goal is to progress through various levels, each filled with unique challenges and enemies. As you clear each level, you will earn random attribute buffs and weapon upgrades, eventually acquiring powerful weapons like a shotgun. The ultimate objective is to defeat the formidable final boss, utilizing your skills and the enhancements you've gained throughout your journey.
- 2. Motivation:
- We chose to create a game for our assignment because we believe that the roguelike gameplay style closely aligns with the content we've learned in our course. Through our coursework, we can effectively implement the creation of a roguelike game. As a game design major, I find it extremely exciting and motivating to complete the assignment while creating a game.
- Creating a roguelike game not only allows me to practice and reinforce various programming and design skills learned in class but also gives me the opportunity to apply this knowledge in a practical project. This game genre is known for its unique randomness and challenge, which can fully demonstrate the algorithms, data structures, and game design principles we have studied.
- Through this project, We hope to create an engaging and challenging game that showcases our learning outcomes and provides an enjoyable experience for players. I believe this project will not only help me academically but also enhance my passion and confidence in game design.
- 3. Creation Process:
- First, we established the core concept and theme of the game. Roguelike games typically feature randomly generated levels, attribute enhancements, and intense boss battles. We decided to retain these traditional elements while incorporating some innovative game mechanics to enhance the game's fun and challenge. We wrote a detailed game design document covering the game's story background, character settings, game mechanics, level design, and art style. The design document helped us clarify the overall direction of the game and ensured that team members remained consistent throughout the development process.
- Before starting full-scale development, we created a simple game prototype. This prototype included basic game mechanics and core functions such as character movement, combat systems, and map generation. Through prototype testing, we could identify and resolve potential issues early and make adjustments based on feedback. Building on the prototype, we conducted multiple iterations of development. Each iteration involved adding and optimizing features such as refining player actions, increasing enemy types and difficulty curves, and enriching game content. We continuously tested and adjusted to ensure the game's balance and playability. After completing all development and testing, we packaged the game and released it on the Itch platform, ensuring the game was in a functional state and that players did not need additional software to run the game.
- 4. Conclusion:
- Through this 2D RogueLike Demo, we have attempted and practiced many techniques learned in our courses, including procedural level generation, weighted algorithms, ShaderGraph, and more. Throughout this process, we have not only familiarized ourselves with many new technologies learned in class but also mastered the methods and techniques for applying these technologies in actual projects.
- Furthermore, this project has greatly enhanced our teamwork skills. From the initial concept design, through the development and debugging stages, to the final testing and optimization, we continuously communicated and collaborated to ensure that each part achieved the desired effect. This not only gave us a deeper understanding of game development but also taught us how to efficiently divide tasks and collaborate within a team.
- Overall, through this project, we have not only consolidated our theoretical knowledge from class but also gained valuable practical experience. We believe that these experiences and skills will lay a solid foundation for our future career development, and inspire us to continue exploring and innovating, creating more excellent game works.
- 1. Introduction:
- Credit:
Download
Download
rougelike.zip 39 MB
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