Dungeon Catering
Final Project for Full Sail University. A game based on Enter the Gungeon with our own twist.
Overview
In Dungeon Catering, you play as a chef that lies in a mysterious dungeon, in there you fight different enemies ranging from goblins to hell hounds. To beat them you use your cooking abilities and create upgrades to those weapons you find along the way. In this Top-Down shooter, rogue-like, dungeon-crawler, you must use your newly-found weapons and abilities to clear the levels and dive deeper into the dungeon to find the most rare of ingredients!
Platform: Windows
Engine: Unity3D
Language: C#
Development Time: 5 Months
Team Size: 8
Role: System Design, Level Design, Event Scripting, UI Design, QA
Features I designed and built for “Dungeon Catering”:
Game & System Design:
Active Items with cooldowns
Inventory System where the player has two invetories, one for weapons and one for cooking ingredients
Debugging Menu
Combat Encounters
Checkpoint System for QA & Debugging
Blank Mechanic (Removing all enemy bullets from the level)
Minimap camera & movement
Procedural Generation of each level
Procedural path generation
Level Pacing by enemy spawning control
Fog of War
Scripting:
Procedural Generation of the levels
Static GameManager
Procedural path generation within the level
Control of enemy spawning to pace the difficulty of the game
Inventory System
Game Debugging menu
Checkpoints
Menu Transitions
Boss interactions
Enemy spawning & Count within each section of the level
Minimap camera & Movement
Fog of War
Saving and encoding to binary (Not implemented in the final game)
Procedural Generation
One of the biggest Challenges was procedural generation, I wanted to show how it works. Here there’s a video of several generations and how each level is generated. It starts from the center, then selects two opposite rooms to be the start and finish of the level and fills the layout with prefabricated rooms.
This is my best work so far, the thing I’m most proud of that I’ve done.