Inspiration

Classic roguelike games such as Rogue and Nethack, as well as Dwarf Fortress, and none of our team being able to do art lead us to choose an ASCII art style, which lends itself to tileset turnbased games

What it does

Procedurally generates a cavern, allows the player to move around, attack enemies and cast spells.

How we built it

Was originally Godot, then switched to Unity. Celular automata was used to procedurally generate the map.

Challenges we ran into

We had to rewrite our entire project in Unity 6 hrs in as Godot did not have enough documentation to figure out core functionality Our git ended up getting muddled up and was a mishmash of old and new assets/scripts for some unknown reason (skill issue)

Accomplishments that we're proud of

Lye - making the thing! Charlie - implementing the procedurally generated map, allowing the playermodel to cast spells Elliot - I think i did okay with the UI :) (and some of the other scripts)

What we learned

Lye- most of the C# and Unity stuff I've used I learnt today, as well as re-learning how to use git Elliot- some more advanced C# functions as well as some of Godot.

What's next for WizHack

FIXING STUFF. Fixing a lot of stuff. It's functional! But needs fixing. Never ending debugging.

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