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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
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Procedurally Generated Dungeon for replayability
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Procedural loot so most weapons found are different and have upsides and downsides.
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Unlocking 3 different dungeons:
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Dungeon 1: The Dungeon
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Dungeon 2: The Lava Caverns
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Dungeon 3: The Infinite Dungeon
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Ruby scripting binded to a Custom C++ Engine
The Team
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Leonardo Saikali: Gameplay Programmer, Producer
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Connor Hilarides: Engine Programmer
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Troy Barnes: Lead Designer, Composer
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Enrique Rogdriguez: Designer, General Programmer
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Claire Robsahm: AI and UI Programmer





