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
Homing Executable
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 + Homing Executable
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:
Event Based
Conditional
Periodic
Instantaneous
Constant
On-Proc Homing Thread
Cube Orbital Thread
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!
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!