Infinite Wizard (In Development)
Lead Programmer and Designer
Previous version showing original prototype art style as well as initial spell interface. The UI was clunky and spell-casting was both irritating, slow and difficult in a bad way.
Current Version - showing main screen with enemy and wizard present. Interface has been simplified from earlier versions and controls have become more user-friendly.
For this project I wanted to undertake the process of transforming an idea into a fully-fledged game within a time limit - that of the application submission date. After focusing onto the idea of a rogue-like, with the ambitious idea of creating an intricate spell system, I reduced scope to afford the learning process of an inexperienced programmer. The focus of the game was on creating the underlying systems that powered the map generation and allowed the game to continue without end.
I had begun the process focusing on the spell system, thinking that an interwoven system of spells where they could act as modifiers on each other would be relatively easy to implement, but once I understood the scope of that task - and with a time limit in mind, I simplified my design document to instead emphasize clean execution of simple mechanics and a system that rewards practiced play.
As the only person developing this game, I had to improve my coding skills far beyond the understanding I had of the Unity engine prior to this project. As well, I was constantly balancing between focusing on creating the game without losing the balance and the design of the game.
Currently, the game features random map generation, a spell system, scoring and combat (including bosses). Features that could be expanded on in later iterations would be increased complexity for the spell casting system (closer in line to the original vision), additional room layouts, enemies and bosses as well as a more unification between visuals and mechanics.