Project Overview
This is a spell generation framework which consists of modular components, derived from various aspects and behaviours of abilities observed in gaming,
with which abilities/spells can now be generated procedurally or manually in game. The goal is to create a flexible and
expandable system which can generate a vast amount of spells users may come up with, which makes this project extremely complex,
high-scoped, and challenging. Each generated ability is defined by a recipe containing its spell type, element, movement, targetting,
modifiers, and other properties. To ensure the framework doesn't produce spells whose components conflict or contradict each other, the
spells are generated based on various compatibility rules that determine how different components combine with eachother.
This project also includes a spell builder system where users can build various spells, store them in different loadouts, and
swap between them. This can be used as a tool for developers to prototype new spells, and also as act
a fun in-game feature for players which lets them customize their own spells. Addtionally, the spell builder also comes
with a spell upgrade system where players can upgrade different aspects that may change based on a given spell's properties.
- Responsibilities
- Technical Design, Gameplay Programming, UI Programming, Tool Development
- Development Time
- 11 Weeks
- Grade
- Merit
Systems and Features
- Modular Spell Builder System
- Interactive Spell Builder UI
- Compatibility Rules for Spell Generation
- Spell Modifiers System
- Spell Upgrades System
- Scriptable Objects for Spell & Loadout Data
- Third-Person Character Controller
- Object Pooled Enemy Wave System
- Combat Feedback Mechanics
- Coroutines
What I Learnt
Future Work
- Implement More Spell Types
- Implement More Modifiers
- Spell Motion & Modifier Combination System
- Spell Motion & Modifier Transition System
- Procedural VFX & SFX
- Scaling Rules