Systems & Gameplay
Enemy Spawner
For Sluggerpunk, we needed a way to spawn enemies continuously while still providing a challenge to the player once they got stronger. I designed an enemy spawner that used a CSV file to determine the enemies being spawned and their likelihood of spawning over time. This was also paired with another CSV file that determined specific events that would happen at determined times, such as boss fights, big waves of enemies, or anything else.
Orbital Dodge Arena
In Orbital Dodge most gameplay features are tied to the size of the arena. For example, the size of the asteroid projectiles that come at the player would get bigger as the arena gets bigger, counter-balancing the fact that the player has more space to move around, but has to deal with more a more difficult threat.
Procedural Satellites
For Satellites, one of the goals was to create a system that would randomly create satellites of different sizes, orbiting speeds, distance away from the planet, among other characteristics.
The system I created would take into considerations all statistics generated for a satellite to create one that was feasibly viable. For example, larger satellites could hold more weapons because they had more space to put them in, or orbiting speeds being determined by different factors such as distance from the planet and size.