Inspiration : I am an avid gamer, and a huge fan of one-thumb games. I wanted a game that I could play on my laptop using just one finger. But I didn't wanna play an arcade game - I wanted a full RPG experience. This is where Modell Alpha comes in. (BTW I am on the lookout for cool name suggestions!)

What it does: The best thing about this game is that all you need to play it is the left and right mouse buttons (and you use one at a time - one finger mode haha) on your trackpad. A complete RPG experience at the tip of your finger indeed!

How I built it: I am using Unity 3D (version 2017) and C# (with Visual Studio 2017 as my IDE) to make this game. The character and environment models (which I imported from the unity asset store) are rendered using blender.

Challenges I ran into

Challenges I solved:
1) The Raycasting system (basically shooting an imaginary beam from your in game camera and getting information regarding what it hits) that I initially implemented was all over the place. Split across 5 classes, and making any changes to the game (in terms of complexity) would be a total nightmare because of this. I rewrote my Raycasting system and made an editor script to modify how the Unity Engine works. The new raycasting system is much more localized and makes future upgrades to the game complexity much easier. It also combines multiple functionalities into one script.

2) Projectile system: I am using interfaces for the enemy and player projectiles (energy orbs that cause damage). I wanted to make my interface applicable to all types of projectiles that I might need in the future. But this caused the player and enemy to damage themselves as well. I solved this issue by creating two separate albeit similar C# interfaces for the projectiles: one for the player and one for the enemy.

3) Healing system: In this game, you must depend on quick reactions and timing to dodge and attack. In lieu of this, there is a regenerating health system in place, so that if you have taken a lot of damage, you can temporarily retreat, heal and jump right back into the fight.

Challenges I still face: The dialogue system. I want to implement text based dialogues, but I haven't yet come up with a well-defined settings, story and script for the game. I will be implementing that once I have completed all the technical mechanics of the game. Since this project is more of a constantly evolving game ( I want to implement Machine Learning to enable enemies to learn the player movement patters and become more difficult over time), I am not sure when that will happen.

What I learned: I picked up so many concepts over the course of this game dev journey! Things like interfaces, editor scripts, scriptable objects, delegates are all new to me, plus I am also learning to modify assets developed by other artists and programmers to make them compatible with my project.

What's next for Modell Alpha (RPG Game):

I have the following things waiting to be implemented: Enemy Attack Animations, attack and damage sounds, dialogues, animations for special attacks.

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