Rogoto
Automate, strategise and thrive in extracting gold from an alien planet. An automation, tower defense roguelike.
About
Rogoto is my final group project and I am quite proud on what we accomplished. Rogoto was made in one semester with 5 full time developers and artists and supplied with a composer and SFX designers. This game is quite ambitious, it's a roguelike, tower defense, factory game with procedural levels.
Opposed to Medieval Madness, someone else took the leadership role and took key decisions. Because of that, I took a more supporting role and focused on making the code stable, robust and future proof. In terms of implementation, I set up a lot of fundamental systems that were used by others to implement content. The turret system, combat systems, end of round rewards, turret modifiers, RimWorld inspired 'hediff' system, camera controller, audio implementation and much more were my main contributions. I also started early with internal/editor tools to save time and make it more accessible to tweak and implement trivial things by anyone.
My style and approach has changed quite a bit. Back then, I tried to move as much logic to the editor to link up, this with the idea that it would: decouple systems, make it easier to reuse and make it easy for others to change and tweak things. The reality was that it was also more difficult to debug. Trying to hunt why something happend was difficult because there were mostly events in code and you were forced to switch back, open prefabs and scenes to double check how events are hooked up.
Now I prefer to move as much logic as possible in code, decoupling and reusing is still very possible but moving it out of the editor and into code makes it easier and more explicit what is linked and how.
This is only one of many things I've changed and learned from, I would be happy to discuss more.
Screenshots
