A Dark Fantasy Rougelike, with a casual mode if you want to continue after death. Layered armor + weapons, shown on character’s bust in game. Turn based combat - true turns. Actions tick over simultaneously. Some actions are slower and some are faster, down to a sub-unit. Skill progression and skill trees as you use certain actions, and trainable with NPCs (future) 

Created technical design documentation and generation system for a turn-based top down RPG’s player controller, ability systems, crafting mechanics, intended combat flow, enemy AI behaviors, as well as UI design and development done by myself.

Github Repository for Systems
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I have designed and developed a few major systems:


A grid based movement system with a scalable entity manager, time tracking, enemy perception, line of sight, and more.

An inventory UI with scrolling, pickup/swapping, and data serialization for saving. Each item is a scriptable object that holds stat effects, player stat modifications, and more.

A system of character equipment, prototyped in Figma, that similarly contains stat effects, draggable items, logic for item slot placement, and more.

The Frog Knight

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Enemy AI Behaviors

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LucidScape