Brutal Beauty
IN PROGRESS!
A 2D sidescrolling rogue-like and store management blend game where you create and sell beauty products made from the remains of demonic entities you travel down to the underworld to slay!
This project is one of the two I am currently working on to improve my programming abilities on a personal scale, with this project being specifically focused on my ability to work in the Unity Engine as well as the C# coding language.
The focus on this project is to balance design and programming as I work on both ends to create a cohesive project that I myself can work on as well as have plenty of notation for any future group collaborations. Since I'm already decently familiar with Unity and C# in terms of game development, I felt like it'd be good to add more onto my plate past that, as well as really put in the effort to practice my design skills and ensure I know what it might be like from both perspectives for future endeavors.
This will include features such as random dungeon generation, precise movement and momentum-based abilities, resource tracking and dropping, modular character design to enable quick and easy stat or other gameplay adjustments through pickups and use items, and various enemy AI and behavioral management.
The current plan is to get a proof of concept featuring most of the game's main mechanics implemented on a basic level to give a tangible image of what the finished product would be built like in terms of gameplay for future reference. Specifically, the combat phase of the game is the main priority, with intentions to have a fully functional dungeon generation system with enemies to fight, items to use, and resources to gather to then make products back at the store to sell for a separate resource, essentially the primary and secondary game loops of the game.
The main challenge here for me is due to this game having a lot of interlocking systems, optimizing said systems to not massively slow down performance is important. As well as this, having to make my own template to then follow means it's entirely on me to figure out everything, and that responsibility can be a big pressure, but one I feel it necessary to overcome.
Estimations are currently hard to come by in terms of completion time due to the state of this project, however, at the pace I am currently going I can expect a proof of concept to be completed in the ongoing months, maybe as early as September of 2024.