Advanced Game Systems Project (Early Roguelike Prototype)

Focused on learning and working with GAS
Overview

This project was part of my Advanced Game Systems class, built on top of a custom GAS framework created by my instructor.

My main focus was on the systems and level design side:

  • Procedural Tile System and Level Design:
    Helped design gameplay tiles that are handcrafted but are procedurally generated and assembled into a full level, with start/end tiles.

  • Custom JSON-Based Abilities & Gameplay Objects:
    Worked with the custom JSON workflow to build abilities, enemies, and interactable objects by mixing and matching base components; no individual scripts were required.

  • Enemy & Trap Design:
    Designed and implemented several traps (like modular mine variations) and built a complete enemy: the Slimeman, featuring a ranged slime burst that blasts slime minions and a close-range melee attack.

  • Game Identity & Systems Direction:
    Participated in ongoing discussions to shape the tone, core loop, and systems foundation of the game. The identity and design language are still in early development.


This project gave me hands-on experience with GAS-style modular design, rapid iteration, and structuring systems so they can scale as the game grows.