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RogueBot

Made in Custom Engine

RogueBot is a 2D turn based rogue-like where you explore procedurally generated dungeons and find procedurally generated loot to meet your scrap quota.

 

The goal behind this game was to create a simple contained replayable experience without much complexity. The most complex thing was figuring out which weapons you wanted to use and plan out your movement when a lot of enemies show up. 

My Role

My role on this team involved the role of producer. I helped delegate tasks and keep the team on track. I was also responsible for the procedural generation of the weapons and their appearance. On top of this, I also created all of the art assets in Photoshop and gave weapons their basic animations and feedback based on weapon type and abilities. 

Features

  • Procedurally Generated Dungeon for replayability

  • Procedural loot so most weapons found are different and have upsides and downsides. 

  • Unlocking 3 different dungeons:

    • Dungeon 1: The Dungeon

    • Dungeon 2: The Lava Caverns

    • Dungeon 3: The Infinite Dungeon

  • Ruby scripting binded to a Custom C++ Engine

The Team

  • Leonardo Saikali: Gameplay Programmer, Producer

  • Connor Hilarides: Engine Programmer

  • Troy Barnes: Lead Designer, Composer

  • Enrique Rogdriguez: Designer, General Programmer

  • Claire Robsahm: AI and UI Programmer

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