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Nier Automata: Hacking
> Game Engine: Unity Engine (2021.3.4f1)
> Programming Languages: C#
> Roles(s): Solo Developing
> Progress: In-Development
Video Soon!!
Links:






Overview
> Nier Automata: Hacking is a roguelike arcade game heavily inspired from the game Nier Automata from Square Enix. This game features an endless gameplay loop with a massive amount of active and passive items to collect! A huge amount of room layouts to explore and soon bosses!









Gameplay Loop!!
> For right now there is an Endless type of game mode implemented, where the player has to pick a fixed amount of Executables and then live for as long as they can. The other game mode would be a dungeon crawler. Where you clear rooms to progress to the end of the level, think of this more as the campaign, while more difficult enemies spawn. The more you play this mode, the more Executables you can unlock, and even more Threads!









Executables
> Executables are the active abilities of Nier Automata: Hacking. Though, the player is only allowed to carry a max of 4 Executables at a time. More varieties can be unlocked via completing challenges and beating the game. Executables are one of the abilities the player can discover and interact with during gameplay. From creating objects to block enemies, to creating little support buddies that shoot alongside you or even changing some player dynamics! Some Examples...
Overclock Executable
Overclock
Homing Executable
Homing










More Executables Examples
> Executables can be also combined and synergize with!! Introducing a whole new dynamic into the game's playtime and perhaps even learning curve!! This will definitely beg the major question with "How should we balance this game?", to which I answer, NO CLUE YET....
Nodes Executable
Nodes
Nodes + Homing Executable
Homing











Threads
> Threads are the passive abilities that the player can collect and have some sort of condition to meet before activating. There's a bunch of different "criteria" for a Thread and what they'll fall under but here's a short list of some. Many more Threads are to be created, these are just a few:
On-Proc Homing Thread
PassiveTracking
Cube Orbital Thread
Orbital










Behind the Scenes!!
Room Creation Tool
> This tool is to create different rooms for the game and easily add them into the pool of the rooms that can be generated! Being able to just easily add and create, even replace pre-existing rooms! This also allows for enemy spawning to occur when the player enters the room, or many other possibilities! Soon to be added though is other sizes of rooms, both in the Level Generation and the Room Creation Tool, more for bosses and such but yeah! Homing Nodes





Procedural Generation
> One gameplay mechanic that I wanted to have for players was a different room to room experience. There's a whole dictionary of rooms that are created and stored, then generated during runtime for the player to experience. This also means that the enemies can be changed inside the different spawn points and plenty room for variation in room creation and gameplay! Homing