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Roguelike Project (Work in progress - Unity 2022)

Updated 07/21/2024

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Gameplay:

This demo is to show the core gameplay elements - future features are listed below in the roadmap.

The intended result should be a challenging and chaotic experience with the player's multitasking and endurance tested, while maintaining the core elements of an RPG.  Your character can be one of several different classes (each with their own playstyle to fit their strengths/weaknesses), and will level up as you go along in the game.  Your ability to progress will get easier as you level up, however the challenges will also increase.

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Stay tuned!

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To download the current Windows build, click here

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Known issues:

  • There is no game over, or victory conditions yet.

  • Experience bar is not updated as enemies do not provide a means of experience yet.

  • When equipping something, if the player's stamina or health is not 100%, the stamina/health value is not updated until after sprinting or receiving damage.

  • Once you move to the stage, there is no way to leave.  When the enemy is dead, you've finished the demo!

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Known Issues present in WebGL/Windows build, but not in Unity:

  • The player's moving animation is a little clunky.

  • Player object moves very fast.​

  • When creating the game, player's equipped weapon is not showing correctly on player menu. This can be fixed by equipping (clicking) anything in the inventory.​

  • Weapon cooldown radial icon in the lower right corner is not shown until unequipping/equipping the weapon.

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Controls:

  • The WASD keys are used to move the character around the game.  The arrow keys will also perform the same function.

  • Left Shift can be held down to sprint.  This will reduce your stamina, which can be replenished simply by not sprinting (recovers at 50% speed) or by standing still (which recovers at 100% speed).

  • The mouse is used to look around the world, but no clicks are necessary.

  • Press tab to open the player menu and view the inventory and stats. Clicking on a piece of equipment in the inventory will equip it to the player, and clicking anything already equipped will unequip it.

  • Attacks will fire automatically when the enemy enters the hit zone.  Each class uses a different hit zone - the warrior will attack enemies in front of them, the archer needs to 'lock on' to an enemy by facing them directly for 1 second, and the mage has a continuously orbiting magic ball.

  • The 'e' key will interact with an interactable object/character in the world.  When this option is available, an 'e' icon will appear on screen.

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Github link: https://github.com/DeepFryGameDev/Roguelike-Project

DEV PLAN

Currently Working On:

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  • Create Enemy Spawner which will spawn enemies at random intervals

  • The enemy spawner can be destroyed, but has a high amount of health

  • This will yield a high amount of HP and will allow the player to move back to the base to buy/change equipment/attacks

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  • Create Mage class (which will focus on attacking around the player in a much larger radius, with less damage)

  • Create Archer class (which will focus on shooting arrows a far distance, but only in the direction the player is facing)

  • Main Menu to allow the player to choose a class (between Warrior, which is the default in the game now, and the above Mage and Archer)

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Next Plans:

  • Add secondary attacks that can be equipped alongside the primary attack

  • Add leveling up options, to enhance your current attacks or learn a new one

  • Add attacks that can be found in the world

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Future Plans:

  • Add equipment system

  • Add NPC in the debug room to sell attacks and equipment

  • Add respec option to let the player change their attack loadout

  • Add additional enemies

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