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Puzzle roguelike game

A topic by wteskey created Sep 05, 2023 Views: 290 Replies: 10
Viewing posts 1 to 7

Hello all, 

Me and my group are creating a Rouge like Puzzle game for the capstone project for our game development bootcamp.  We are just staring so follow along as we embark on this month long development cycle for this project. 

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Hey all, 

We are officially One week into development and our group of 4 have made good progress in making our game.  We have created 3 separate biomes that will serve as our 3 levels.  Each Biome will contain a puzzle that once completed you will move onto the next biome/level, all which must be completed in one run before the time runs out. 

Here is how our Beach biome looks right now, it will involve digging for treasure. 

This is our forest biome the puzzle is still TBD. 


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And here is the Desert Biome! I am thinking of incorporating these beautiful emeralds into the puzzle. The puzzle is TBD and a work in progress. 

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Hello all, 

A post for the end of week 2 of development. We have finished the puzzles for the Beach and Desert levels, the forest should be finished shortly. Some background sounds have been implemented but the final noises that require animation will be added once the puzzles are completed.

With our remaining time we will be working on our game manager to primarily implement level sequencing and game over scenarios. We will also be working on UI and fine tuning the experience for players. 

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Week 2 into development and the logic for the Desert Biome has been completed. Below I have the shovel and metal detector the player will use to search, find, and dig up jewels hidden in the sand around the biome. The player has to collect several jewels around the biome and once they complete that task, a portal will open, leading them to the next biome.

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While working on the Beach Biome, I ran into quite a few challenges along the way and had to make certain changes to the puzzle.  I decided to change the digging mechanic to a find the right key to each chest.  There are nine keys, one of each on the nine X's that around placed around the map.  The player has no time to waste, so they need to pick a key and hope it's the right one.  Once the player has found the right key for each chest and opened them all, they must make their way to the row boat on the shore. and escape! Just now working on the game end trigger and start scene for the game.

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Today should of been the first day that our Game was published but we have unexpectedly been given and extra week of development. We will use this time to further fine tune the game but it would've been ready to launch without the extension. 

The Desert level is complete and it is the first level in the game. The player will have to use a metal detector to find all the hidden items before moving on to the next level. 

Next up is the Forest level where the player will have to locate all the missing animals and return them to their proper place before advancing 

And finally is the beach level where you will have to  dig and search for missing keys on the beach to unlock chests. 

Now a reminder that this is a rouge like game and the player will have to advance through all of this against a ticking clock and if they fail they will have to start from the very beginning. But they retain their knowledge and can hopefully use that to advance further in the game than they did the time before until the reach the end. If they succeed they will be rewarded with a game ending cutscene. 


As Will mentioned, we have been unexpectedly given an extension on our project, allowing us to continue to make refinements and polish our game. I've gone ahead and updated the metal detector prefab to a more sleek and less low-poly variant. I have also gone ahead and made a huge "billboard" of sorts which displays instructions for the player as well as a jewel counter that will increase every time the player collects a jewel. I have gone ahead and parted ways with the shovel as the digging logic was quite tricky given the terrain and the XR interactor. Instead, I have the player using the metal detector to scan a radius around them. Once a jewel is within range, a sound will play and loop until the player interacts with the jewel, causing it to be destroyed. 

Hvaing finished the Beach Biome, the game end trigger has finally been completed.  The struggles I had were coding the trigger and making the player collider connect to help finish the game.  I realized I had to write two seperate scripts to help get this thing to work properly.  Took a few days to figure out, but once it was written properly and edited to show that it was all working and using the SOLID Principle;  The level came together much smoother.

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Final adjustments for the Desert Biome have been completed. I have gone ahead and completed the final designs for the metal detector, portal, and jewels for the player. The portal logic was left as the last task as I struggled to complete the logic that connected my scene with the next and what the "win condition" was for the player. In the future, I would love to add a sandstorm element that will affect the player and their playthrough. I was able to design and complete a particle system that mimicked a sandstorm, however, I could not think of what would cause the sandstorm and what the player could do to protect themselves from it. Overall, the project is a major success in my eyes. All 3 biomes interact and mesh very cohesively. The player is able to complete each puzzle without much difficulty, however, there also is a lot of room to drastically modify these puzzles to make them more difficult for the player. Each puzzle and biome is unique in its own way, however, the design of the biomes helps bring everything together and make everything feel like one huge game. 

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Hello All, 

Today is deadline day, and after all we are happy that we got an extra week to work on our game. As Luke and Ki Yun have mentioned above we have completed the game and are very proud of what we currently have built. Unfortunately though over the last week we ran into some troubles and we have decided to cut the roguelike elements for launch, but we do plan to add these features in the future as it is dear to us. So It currently plays just like a typical puzzle game with three levels. But the game has launched and you can find it with the following link https://wteskey.itch.io/low-poly-escapade-vr-tri-challange

Thanks to Phil , Lukas , and Ki Yun for all their hard work. 

Stay tuned for future updates on this game!