3D RPG Demo
Developer
Genre: Dystopian Sci-Fi / Cyberpunk Co-Op Action Roguelike
Engine & Tech Stack: Unity 6, C#, Universal Render Pipeline (URP)
Core Systems Built:
Level Progression System
Level-Based Stats
Various Enemy classes and types
Basic enemy AI (patrolling, chasing, searching or guarding)
Various swappable weapon classes
Save and Load System
Basic cutscenes
Point-and-click interaction with action-based icons
Level Progression System: Players can gain experience through killing enemies to level up.
Level Based Stats: Players and Enemies stats are based on class and level.
Various Enemy classes and types: Enemies can come in different classes, ie., Ranged, Heavy, Melee, and each class can have subtypes if needed.
Basic enemy AI (patrolling, chasing, searching or guarding): Enemies watch out for players, and will respond if triggered, ban lose the player if they get away, causing them to search, and then return to their post.
Various swappable weapon classes: The player can interact with and pick up different classes of weapons, changing damage, and animation.
Save and Load System: Scenes can be saved manually or by changing areas. It will save enemy stats, and weapon placements in the area.
Basic cutscenes: Simple cutscenes demonstrate the ability to pause player control and render in-game cutscenes.
Point and click interaction with action based icons: Context-based pointers let you know what kind of action will be performed by a left click.
1. Level Progression System: Players can gain experience through killing enemies to level up.
2. Level-Based Stats: Players and Enemies stats are based on class and level.
3. Various Enemy classes and types: Enemies can come in different classes, ie., Ranged, Heavy, Melee, and each class can have subtypes if needed.
4. Basic enemy AI (patrolling, chasing, searching or guarding): Enemies watch out for players, and will respond if triggered, but can lose the player if they get away, causing them to search, and then return to their post.
5. Various swappable weapon classes: The player can interact with and pick up different classes of weapons, changing damage, and animation.
6. Save and Load System: Scenes can be saved manually or by changing areas. It will save enemy stats, and weapon placements in the area.
7. Basic cutscenes: Simple cutscenes demonstrate the ability to pause player control and render in-game cutscenes.
8. Point-and-click interaction with action-based icons: Context-based pointers let you know what kind of action will be performed by a left click.
This project was a great exploration into game systems and how to create easily expandable gameplay systems.