Roll To Die
ROLE
Game Designer
DESCRIPTION
A quick arcade-style game
Project Status
Released
Project work
Game Jam / Individual
Genre
Survival
Type
Videogame, 1 Player

About Roll To Die
Overview
Roll To Die is a quick game made for a 48 hour Game Jam ran by Game Maker's Tool Kit. The Jam's theme was Roll of the Dice. For this game I made a arcade style game where you try to get the best score possible. A dice gets rolled and that's how many enemies you have to fight in the given wave. When a new Wave starts another Die gets added making the next wave even harder. This was my first Game Jam & I learned a lot while making this game.
Highlights
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A finished game in 48 hours
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Gained lots of critical feedback
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Programmed everything using C#
Disclaimer
All art and music are taken from OpenGameArt.com​
Extras
How the game was made
implemented movement mechanics for the player using Vector2’s, enabling horizontal movement on the ground and vertical movement while climbing ladders. To add challenge, an enemy spawning system was created based on dice rolls, with enemies randomly placed on the map and equipped with pathfinding using the A* algorithm. A grid system was set up to define accessible and restricted areas for enemies. A wave system, also influenced by dice rolls, determined the number and difficulty of enemies in each wave. For combat, the player’s radius collider killed nearby enemies, allowing for a scoring system that incentivized players to keep fighting for high scores.

Play Roll To Die


The Code Explained

Waves:
This Script controls how many enemies spawn depending on what the dice rolls. The die rolls from a random range of 1 to 6 and rolls multiple dice depending on what wave it currently is.

Next Wave:
This Script checks if the next wave can happen or not. In the update method it checks if an Enemy is still alive. If there is one the wave continues. If there are no more enemies the next wave starts up increasing the wave counter to make the game harder.

Enemy Controller:
This Script constantly searches for the player to fly after. In addition to looking for the player it uses the A* algorithm.