Project Overview
Temporal Arena is a rogue-like RPG game created over eight weeks. The game features three different environments, multiple times, and a variety of different enemies to give each run a unique experience over the last. I worked on the design of the game’s systems and programming including the RPG battle system, overworld, inventory, and much more. My partner focused on art, but I gave each sprite an art pass before adding it to the project. We used Azure DevOps and the Agile development method to iterate tasks each week.
Temporal Arena is a rogue-like RPG game created over eight weeks. The game features three different environments, multiple times, and a variety of different enemies to give each run a unique experience over the last. I worked on the design of the game’s systems and programming including the RPG battle system, overworld, inventory, and much more. My partner focused on art, but I gave each sprite an art pass before adding it to the project. We used Azure DevOps and the Agile development method to iterate tasks each week.
Design Goals
- Grid Based Overworld to Walk and Explore Rooms
- RPG System with Attacks, Special Attacks, and Items
- Variety of Different Enemy Designs and Stats
- Diverse Pickups so Each Run is Unique
- Different Sets of Landscapes and Environmental Props
- Mechanic to Switch Between Landscapes to Add Extra Strategy
Post-Breakdown
I learn a lot of different tools and ways to go about creating different mechanics in Unreal Engine 4. One of the big things I relied on during the project was the use of enums, structs, and data tables. Before this project, I had only been familiar with enums. Since the game would have many assets and objects that would be randomly selected, I created a system to have all these assets and objects in their own data tables. This way I could pick a random element from the table with every element having the same structure of data. This was great for the functionality and organization of all the different parts.