MekMare!
MekMare was my first year final project at University, and also my first time developing a game within a team.
The game is a 2 player roguelike, where players fight through a procedurally generated dungeon in order to find loot that will aid them in a boss fight against the "Meka-chicken".
The game focused on a "PvPvE" format, where players were trying to survive together, but also compete for the highest score at the end of the game.
Thanks to this engaging take on multiplayer, the game won "People's Choice 1st year game" at Falmouth's 2022 Expo.
Genre
Co-op Roguelike
Engine
Unity
Language
C#
Release Date
2022
Project Type
University team project (Team of 5)
Title Screen
Gameplay
Screenshots
Skills and contributions
MekMare was the first major I developed with a team, so it taught me a lot about social areas of game development such as communication and effective version control. My main responsibilities over the course of the project were random Dungeon Generation, Player input management and a simple Inventory System.
Dungeon Generation
My biggest and most extensive contribution to the game was the Dungeon Generation system. The system I created was deceptively simple.
When entering a new room, the rooms around the room you entered would be generated, giving the impression of a sprawling dungeon, whilst not generating the whole dungeon at once.
The system works as so. When players enter a new room, the entrance they just entered through would be blocked off to prevent back-tracking. Then, the surrounding rooms would be assigned one of three types; loot, blocked or progress.
The path to blocked rooms are sealed, not allowing players to enter them. Loot rooms begin as sealed, but are opened once the players kill a certain threshold of enemies. These rooms contain a chest of random loot, and a single door back to the previous room. Progress rooms can be accessed at any time, and one is always generated.
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Example of generated rooms.
Assuming top left is North; North is a blocked room, West is a loot room with South and East being progress rooms.
Dungeon Generation function
Part of the Dungeon Generation script, decides the type of each adjacent room.