Description
SupeRPG (Super RPG) is a 2D Unity game with elements of turn-based RPG.
The game was written as a part of senior graduation project. The Team
consisted of 5 people including me, the Team Leader.
Features
- Made in Unity Engine.
- Turn-based RPG system (player moves first, then enemy, then player, etc.).
- High-performant and responsive UI screens made with new UI Toolkit.
- Randomized battle and shop systems (every playthrough is unique).
- Campaign consisting of 20+ battles with scaling enemies and different difficulties.
- All assets and sprites are custom and hand-made; all game data is layed out in CSV format, allowing it to be easily edited.
Motivation
The goal of the project is to create a from-scratch 2D game that would implement elements of RPG and
randomness, such that every walkthrough can be different. Player would play against an AI in a
turn-based battle game mode, where the goal is to defeat 1-4 enemies using regular attacks or
special abilities that the player's character has.
Problems
The main problems when making the game were trying to lead a team of programmers who are not familiar
with Unity, as well as complete the entire project with a tight deadline. The solution was me teaching
the basics of Unity engine to my teammates, guiding and assisting them on a constant basis. In addition
to that, we had strict policies when it comes to usage of licensed assets; because of that, we decided
to create almost all assets from scratch.
Results
The result Unity game is shown below. For more information and visuals
on how it looks like, check out the YouTube link on top of the page.
The player initially has to select the class and race for their character. Each race gives an extra
bonus to one of the 8 statistics (health, mana, damage, armor, evasion, precision, critical chance and
critical damage). The class determines the unique abilities of the player's character. The player navigates
through map, completing battle after battle (up to 3 levels of difficulty available). After each battle,
player can purchase and/or sell items at a randomized shop that gets generated.
There are 4 types of items in the game: armors, weapons, potions and trinkets (attachments). Weapons
are damage-related, armor is durability-related, potions are one-time-only expendables that grant a (usually)
strong bonus for a few turns, while trinkets are armor/weapon amplifiers (increase armor/weapon stats).
The shop items are always randomized per each shop; player can sell their old items and purchase new ones.
Careful purchases are a requirement in order to progress throughout the game, since opponents get stronger
every single battle.
Player has 3 armor slots (helmet, chestplate and leggings) and one weapon slot at a time. Based on tier
of each armor and weapon item, player can attach extra trinkets (attachments) to them, increasing their stats.
Player can equip and unequip any of those at any time; player also has 3 potion slots that they can use
at any of the battles (whenever potion is used mid-battle it gets erased from the inventory). The player
can also see the base stats that their character has based on the equipped items.
The battle is turn-based. At each turn, player can cast any of the 3 abilities available (unless they are
on cooldown or if the player does not have enough mana to cast them) or the regular base attack. Each ability
either grants unique positive effects to the player, or negative effects to enemies. Abilities can also be
AOE (area-of-effect), dealing damage to all enemies at once. Effects range from regular statistic increases
and decreases, to poison, burn, stun, dispel, cleanse and more. Each enemy also has a unique ability that they
can randomly cast (unless it is on cooldown). The goal of the battle is to defeat all the enemies before
player's health drops to 0.
Conclusion
The project was 95% complete by the established deadline. The only thing that was not complete is the
"Endless" game mode, which was supposed to be "infinite series of random battles where a player would try
to complete as many as possible". However, many other unplanned features were implemented (such as weapon
and armor tiering systems, shop randomization, enemy abilities, numerous ingame effects, and more), which
made the game feel more complete and saturated. By the end, I strengthened my leadership skills and
increased my Unity skills (especially related to UI and 2D) by a large margin.