Rogue-like Rampage (2019)
As part of the second-year module Team Software Development, I had to work in a group developing a piece of software. My group chose to develop a video game and settled on a 2d rogue-like from a top-down perspective. This was a large project that spanned both terms of my second year and required a lot of additional management as we were mostly left to our own devices other than periodic meetings with a project supervisor for advice and feedback. I was the group leader of the project and we were a group of 5.
The game generated a random dungeon from a pre-set amount of room designs and then spawned a random number of enemies in each room which would lock when you enter until you killed all the enemies. There were 3 types of weapons, swords, bows and wands, and multiple variants of them with different stats like attack damage and attack speed. There were also three types of enemies, corresponding to each weapon type. Killing an enemy had a chance to spawn a new weapon or a healing potion for the player to use. The final goal was to reach the boss room which would be somewhere in the dungeon. This room would spawn three waves of enemies one after the other. If you defeat all three, the staircase to the next floor of the dungeon would spawn in the room you started in. We had planned to develop a scaling difficulty that would increase with each floor but sadly didn’t have time to finish that aspect so decided to make the staircase the end of the game.