Dungeon Raiders was a two-year project while I was a student at Cambridge Regional College. Taking the idea from my past game jam entry from 2015, I have mostly experimented on fast movement and procedurally generated systems.
An early version of the game was submitted to BAFTA Young Game Designer's competition and was nominated for an award, which can be viewed here.
Highlights:
Procedurally generated levels using premade rooms.
Fun movement system with double jumps, wall jumps and sliding momentum.
Player mobility expandable through equipped items.
Auto-tiling system for tile visuals.
Custom tools to help with development.
Software:
Clickteam Fusion 2.5
Photoshop
Clickteam Fusion 2.5
Photoshop
This iteration used far smaller tiles with "auto-tiling", a method that reads the 8 neighbours of a tile and assigns each a bit. Through a lookup table it can then display the correct sprite out of 47.
Each side of a tile could then be decorated with wooden panels that would auto-tile as well.
The levels generate using a list of available rooms made within a room editor, each connected by specific connection points.
Each room would be created with this room editor tool and then packaged using a less pretty room packing tool for the game to generate levels with.