FYP - Trials of Chaos: Introduction

Introduction

Hi, My name is Joshua Mootoo, I’m a 3rd year Computer Games Programming student at Kingston University. This post is going to be the first of many going into detail about the development of my Final Year Project titled “Trials of Chaos”.

Game Description

Trials of Chaos is planned to be a roguelike shoot ‘em up game. the player will spawn in the hub world where they can upgrade weapons and passive items using Souls via Parallax, choose their stage. Once the player loads into a stage, they choose their starting weapon which is random, once choses the enemies start to spawn in, kill enemies to gain XP Crystals. the main objective of the game is to find and utilise different weapons and passive items and survive as long as you can from the endless waves of enemies. Once the player survives 30 minutes the boss for that stage spawns in, once defeated the player will unlock endless mode for that stage. Upon death the player will be transported back to the hub world.

Inspirations

The Main inspiration for Trials of Chaos, or ToC for short, is Vampire Survivors. Vampire Survivors is a roguelike shoot 'em up game developed by a solo developer that goes by the name of Poncle.

Vampire Survivors also procedurally generates the level as you play but the way it does this is spawns in level objects that can be destroyed. Also, the way the enemy waves are implemented where they change the enemy type every minute and how the enemies spawn off screen and move towards the player.

Cult of the Lamb, a roguelike game developed by Massive Monster, is the second Inspiration for the game mainly for its combat system with the use of a light and heavy attack as well as a dodge. as well as the combat system, the choice of a random weapon when you start a dungeon run. in adition to the random weapon, each dungeon run has a random room generation and layout.

Tools & Technologies

i will be developing the game using the Unity Game engine with the C# programming language. ill be making use of both Unity’s New Input System and UI Toolkit. i plan to also have controller support for the game.

Proof of Concept

So far I’ve implemented basic player movement and a work in progress version of my Tile Manager. i plan to have it so that the player is always on the center tile of a 3x3 grid and when the player moves onto another tile that tile becomes the new center tile deleting the tiles that are no longer surrounding the center tile and generating the missing tiles. the plan is to also have it so that if the player comes back to the same location the tile will be completely different.

below is a the first look at the game so far.

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FYP - Trials of Chaos: Grid Manager