Shapeshift Dungeon Page

  

                              Shapeshift Dungeon                              

Specifications

  • Playable Platform:
    • PC
  • Game Engine:
    • Unity
  • Timeframe:
    • January 2021 ~ May 2021
  • Playable Game:

Overview

    Explore the roguelike dungeon crawler as you go through each level aiming for the treasure below while encountering dangerous creatures and various items to help along the journey. But this dungeon is different as there doesn't appear to be any doors or hallways instead the dungeon itself changes shape around you.

     A new twist on the classic roguelike system where changing levels isn't done by doors, hallways, or elevators. Instead, when the level is void of enemies it will shapeshift itself to a new floor layout to bring new twists and turns for the player. Do all that you can to master your skills and be ahead of the ever-changing dungeon dynamic and get the treasures hidden behind its shapeshifting structure!

Roles

     My role on the team was to be in charge of programming the item and player stat systems.

     For general item programming, I use Scriptable objects to set their base stats in terms of name, activation delay timer, and the icon that would be displayed. I would then create additional scripts for the items based on their individual functions as well as models to make sure everything worked properly.

     The player stat system was mainly inspired by Brackeys Player State System with some modifications to allow for more stat adjustments based on current equipped items and level point system. The leveling system allowed the player to upgrade individual stats (Health, Speed [attack and movement], and Damage) the stats would increase at a decreasing rate so that it would provide some variation for the player and make it so each skill would eventually plateau in hope that it would dissuade players from putting all their points in a single stat throughout gameplay.

     My general tasks on the project were:
  • Programming
    • Item Scriptable Object Data
    • Specific Item Functions
    • Damage Tracker
      • Worked rather well but had trouble differentiating damage if the player was taking damage from two different sources
    • Player Stat System
    • Item UI Functionality
  • UI
    • Connected the UI with the item functions to display items and item refresh times appropriately
    • Added a second set of item UI screens to work with the player having two items from collecting the backpack equipment
      • Created additional functions to make sure switching the active and passive items handled the wait times correctly
  • Player Controller
    • Assisted the Game Designer in setting up the player controller to work with the item system