
Roguelike · Action Adventure
Rogue Creation
Overview
Team · University Project · 5. Semester
Rogue Creation is the project that was created during the “Team-Project” phase of Interactive Media, where students work together in a team to create one big project.
I was in a team with six other students, and created a roguelike with the unique selling point of the player collecting different items and creating their own unique abilities out of them.
The scope of this demo consists of a procedurally generated subway, which the player has to fight through until they get access to a special medicine their mentor, Agnes, needs. During this time they will face a plethora of different enemies, may find secret tunnels and sometimes even corrupted shrines with special encounters.
My Roles in the Team
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As team lead, I oversaw the general progress of the project and mediated between team members and departments.
During the planning phase, I offered a framework in which we could develop our ideas and iterate over them. Together with other team members I gave direction to our meetings.
Moreover, I managed our presence in the greater context of the universities “Sichtraum” in which we would be presenting our work among the other teams.
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Ability Crafting
The unique selling point of our game was the ability of the player to create their own skills using different combinations of items they will find during their playthrough. I developed and integrated the system that allows that to happen.
In the end we had a system that returned usable skills for every input the player made, resulting in 126 different abilities that the player could possibly create.Combat
I developed a robust and extendable combat system using various different colliders, callbacks and modular modifiers to create vastly different possibilities for entities to fight each other.
I defined base functionality for entities to use, for example a Staggering and Stagger-Resistance system, a system to visualise their state and a system where areas of influence could be visualised before a skill is executed.
Moreover, I conceptualized the Stat & Infliction system that drives the whole thing under the hood, which another team-member implemented.
Animation Integration
Every game uses a plethora of animations to bring their characters to life. Using Unreal Engine’s robust animation system, I quickly created a management-system that makes sure the correct animations are played at the right times.
Player HUD
Sound Integration
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I created all visual effects that appear in the game, every player skill or enemy attack. Using the powerful and extendable Niagara-System, I could make adaptable and exciting effects.
Moreover, I made the railway’s material and created most effects of the main HUD to give a visual identity and flair.
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I worked very closely with the rest of the team, and we came up with good ideas for the game.
Franziska Wotschel and I had the Ability-Crafting idea, and Paula Nuber and I created the post-apocalyptic setting in which nature becomes corrupted and fights back against humanity.
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I helped with expertise or research when other coders needed assistance, that way I did a little bit in every system outside of my responsibility.
Quick Facts
Main Character
Riz
Ability crafting
In the game the abilities of Riz are referred to as "Programs". They are created by combining different items called "Units."
Weapon units
Usable as a Program Base
Short hitting weapon
ELEMENTAL UNITS
Usable as a Program Base and Program Element
Floaty
Long hitting weapon
Modification Units
Element Types
Creation: closest to nature, more constructive than destructive
Heat: burns everything in it’s path if used correctly
Kinematic: Powerful forces that shake up targets
Static: Light-Speed energy, damaging and electrifying in it’s nature
Enemies
Shroomy
Plantal
Usable as a Program Modificator
Stumpal
Creation Unit as Base
Bow
Heat Unit as Element on Bow
Multiplying Mod on Bow
Lingering Mod on Static Base