Fallen Angel: Revenge Tour

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Fallen Angel: Revenge Tour

Tech Used

Skills Utilized

Project Description


Fallen Angel: Revenge Tour is a surrealist first person shooter roguelike made in over the course of 4 weeks with a team of 2 other programmers and 1 artist for the 2026 Noise Jam.

Play as Satan on a crash course with the Lord as he tries to kill every angel in Heaven before they can take him down. Every time that you die, recieve boons to improve some of your stats and get back into the fray!

Screenshots

A screenshot of the ranged enemy in game
The typical enemy encounter in one of the pregenerated rooms

Contributions

Project Lead

  • Meetings

    Led periodic team meetings to determine tasks and rescope project, this also involved restructuring how we held meeting after recieving feedback from teammates to better accomodate our schedules during the game jam.

  • Team Check-ins

    Coordinated with team members to make sure that everyone was able to complete tasks, and if not, how to restructure the task to make it achievable. Also worked with our artist to ensure that the unique visual identity was correctly expressed in game.

Programmer

  • Game System - Dungeon Generation

    Modified an existing 2D random walk algorithim implementation to work in 3D and with our specific needs, which including adding a way for doors to be procedurally added in and being able to choose from a pool of different rooms per room type. This involved using bit-packing in integers to encode information such as where the doors would need to be placed and what kind of room it was.

  • Game System - Player Upgrade Mechanic

    Created the entire system surrounding the central gameplay mechanic of the player being able to upgrade their stats after each death. Which included making the menu itself that allowed the player to interact with the system.

  • Game System - Menus/UI

    Designed and implemented all of the menus in the game. Highlights of this include making the main menu, which has an animated cursor pointing to the currently selected button which involved working with the different units of screen space as well as in game space.

Asset Designer

  • Level Design - Rooms

    Used Trenchbroom and Qodot plugin in to design rooms to be picked by the dungeon generation system. This involved learning both how to implement custom entities in Trenchbroom as well as how to use those rooms back in the Godot Engine.

  • Sound Design - Sound Effect mixing

    Using Audacity, modified prexisting sound effects from sites like Pixabay to make them more demonic and rougher in general to keep in line with the mentality of the Noise Jam.