Passion Project

This is a project that I have been working on for about 9 months and still has a lot of work to do. I wrote 90% of the code utilized, however, used art assets purchase on the Unity asset story. The other 10% was a course around inventory management that I modified and implemented the interfaces into my inventory UI When considering what I wanted this game to feel like, I was learning on my experiences in gaming for the back 20+ years. I wanted a game that was quick to get into, had an in game rouge-lite loop, but also out of game goals to reach for. Inspiration for this game was World of Warcraft dungeon style enemies, League of Legends skill shot ability gameplay, and a rogue-lite play loop.

Development

Code Management: I have been using a private git repo for development on this project and have a public build repo for hosting the latest build. This was built in Unity using Mecanim for animation management and a few Unity events. A majority of the event management is written in code.

Feature management: To start I created a list of features I wanted for a playtest demo with a focus on combat and abilities, however as bugs were found I added them to the list and tackled them during a condensed time unless it was critical.

Ability System: The ability system is something I put a decent amount of thought and effort into designing prior to developing it. I wanted it to be leveraged by players, npc, and bosses. I broke it down into smaller areas of concern for easier management and trouble shooting (see diagram below).

Inventory: As mentioned above, I used a course to implement an inventory system which I modified and extended to be to get the system that I was looking for. Armor slots are enforced via the inventory system and an action bar allows players to use items and abilities.