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https://github.com/warmoverdrive/rogue_torch
CS50 Final Project // Using Unity 2019.4.11f1
https://github.com/warmoverdrive/rogue_torch
cs50 cs50x csharp generation-algorithm prototype rouguelike unity
Last synced: 4 days ago
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CS50 Final Project // Using Unity 2019.4.11f1
- Host: GitHub
- URL: https://github.com/warmoverdrive/rogue_torch
- Owner: warmoverdrive
- Created: 2020-10-10T19:47:04.000Z (about 4 years ago)
- Default Branch: main
- Last Pushed: 2020-12-16T23:02:12.000Z (almost 4 years ago)
- Last Synced: 2023-12-01T09:34:22.606Z (12 months ago)
- Topics: cs50, cs50x, csharp, generation-algorithm, prototype, rouguelike, unity
- Language: C#
- Homepage: https://warmoverdrive.itch.io/rogue-torch
- Size: 2.75 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# "Rogue Torch"
> CS50 Final Project // Using Unity 2019.4.11f1### [ItchIO Page](https://warmoverdrive.itch.io/rogue-torch) // *(Windows Only)*
## Learning Goals for this project:
This project started with a set of goals as follows:
* Produce a full Minimum Viable Product from scratch in ~2 weeks
* Explore basic procedural generation algorithms
* Make a fun game on the theme "Pass the Torch" (Weekly Game Jam 168)Due to external factors, as well as a general over-scoping of what would be entailed in producing a product meeting my personal standards, this project has extended well past two weeks worth of work. However, I feel that the learning goals I had set out for initially have been met, and have learned a great deal about more complicated C# scripting and OOP principles as a whole. Ultimately, though this project has gone from an estimated 14 days to ~2 months, I feel the end product will be a solid execution of concept in a prototype, that has admittedly been more challenging than anticipated to complete.
### Features:
* Procedurally generated levels using Breadth First Search algorithm
* Ability to feed the generator a seed
* Raycast collision/entity detection
* Runtime configuration menu for the generation algorithm### Possible Future Improvements:
Subject to my motivation to continue the project beyond the prototype stage:
* Improve performance by selectively activating actors based on proximity to the player
* More content (enemy types, bosses, biomes)
* Better VFX (particle FX for player feedback)
* Configurable Controls Menu
* Gold or some additional score method
* Difficulty Settings### Utilizes External Packages:
* Cinemachine
* Universal Rendering Pipeline
* [2D Extras](https://github.com/Unity-Technologies/2d-extras) *(included)*