Dungeon Raider

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Dungeon Raider

Tech Used

Skills Utilized

Project Description


Made over the course of a month with two teammates for the final project of my IGME 106 class: Problem Solving with Data Structures & Algorithms

Forced to fulfill a never-ending quota thrust upon you by your late father's debtors (you should really have your lawyers look into that I don't think it's legal), you descend into the magical dungeon filled with foul monsters but also valuable gold.

While you're down there you may encounter a mysterious shop run by a shadowy figure that may sell you items and abilities in exchange for some of the loot that you've collected so far...

Screenshots

The title screen that appears when the game is opened, all UI elements were made from scratch.
The shop area where the player can buy items to help them in future runs using money that they accquired during their runs
The starting room where the player appears at the beginning of the game. The map is fully enabled in this version and the exit door is visible in the room as well, along with doors to other rooms

Contributions

Project Lead

  • Stand Ups

    Led bi-weekly stand ups to discuss how tasks were going and if rescoping was necessary

  • Design Meetings

    Led weekly planning meetings to decide tasks for the following sprint and decided on larger goals for the project

Programmer

  • Game Object Infrastructure

    Since the Monogame framework does not implicitly come with organizational tools like GameObjects or Scenes. I added many of these objects myself, modelling it after the Unity workflow as it was what we were most comfortable with

  • Game State System

    Created a system for transitioning between the games multiple states, those being: The main menu, the actual game state, a pause menu, the shop menu, and the game over/win menus.

    Each game state was completely separate from each other and would remain persistent across state changes

  • UI Objects

    Implemented all the UI objects used for Menus and overlays, including UI buttons, images, and text.

  • Menus

    Designed all the menus in the game using the aformentioned UI objects to communicate information to the player

  • Shop Mechanic

    Included a shop system where the player could spend their generated from previous runs in order to buy upgrades and buffs for their next runs, this included both passive and active items that affected the player in unique ways

Artist

  • Player Art/Animations

    Drew and animated the main player character in all 4 cardinal directions and created different animations for moving, standing, and attacking

  • Main Tileset

    Designed the tile that outlines every room

  • Item Sprites

    Made different icons for each item that were understandable enough for the player to know it's use without having to be explained through text

  • Shop Background

    Illustrated the backdrop for the shop scene, which includes a character as well as space for all the items and their descriptions to be displayed

  • UI and Menu Assets

    Created all the UI assets as well as the drawings that appear in each menu, such as the skull when the player dies, the game logo, and the campfire during the pause menu