This is a prototype for my capstone, focusing on usability and scalability of code. I am the solo developer of this project and am leading all design!
If you're interested in the code, please check out the github repo here:
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.
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 incremental turn based system - every action the player takes, progresses time by that amount after the action is performed. All other entities then act in whatever ways they are able to repeatedly until they have 'caught up' in time to the player.
A performant grid manager and turn tracker, capable of having ~100 enemies active at any given time, with debugging visualizer available.
Enemy AI - enemies have perception and track you, pursue you, and can lose track of you based on distance and speed (attacking you is coming soon)
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.

