Game Overview

Roguelike was a solo project made for the Foundations of Video Game Design class at UC Santa Cruz. In this game, the player is an adventurer exploring a dungeon in a choose your own adventure style game. The player has the option of choosing 1 of 4 playable classes, each starting with their own items, stats, and unique advantages. To explore the dungeon, the player must look around their surroundings to determine which path they will pursue. They must avoid and dangers they might encounter, or fight any monsters they meet. On top of moving through the dungeon, the player must keep track of their inventory and health. Eating food or drinking potions serve as ways to recover lost health.

This image shows my original sketches of the layout of the dungeon. It shows the possible paths the player can take, as well as roughly what type of event will be encountered in each room.

My Contributions

On this project, I was tasked with making a simple text based game using the game maker, Twine. I then decided to make a text based dungeon crawler, where the player would explore a dungeon, fight monsters, and solve puzzles. The player's controls were limited to clicking hyperlinks, so I decided to take a narrative approach to the gameplay. The player has controls allowing them to do the following: move on through the dungeon (or choose a path), look around the current room, check their inventory, and check their health.

Choosing to continue simply moves the player to the next room. Looking around the room serves as a narrative aid, helping the player further understand the encounter in their current room. When looking around the room, the player is provided with extra information about the room they are in, as well as sometimes activating an extra encounter. As for checking inventory and health, the player can see what items they are in possession of and also a rough estimate of how healthy they are.

For the combat in the game, I decided to make a turn based system that uses RNG to determine if attacks land. The player clicks to attempt an attack, and has a 67% chance of landing the hit. When the enemy is attacking the player, the player can either dodge the attack with a 67% success rate or block the attack with a 75% success rate (only knights can block).

For the layout, I wanted there to be multiple paths that can lead you to the end, so regardless of the path chosen, the player will end up at the final encounter. Despite the various branching, the progression is still linear since there is no backtracking or revisiting rooms. Each room is completely unique, featuring an encounter found only in that room.

This image shows the current game build in Twine. This diagram shows the complete functionality of the game, with the arrows serving as means of traveling between the different pages.