← Back to project summary 3D Roguelike Dungeon Shooter
A closer look at the app, the systems I owned, and the features behind it.
What the game is
- A first-person 3D roguelike shooter with a tutorial level, several themed combat levels, and a win and death screen.
- The core loop: explore a level, find the relic, survive the wave it triggers, and reach the exit portal.
- Levels are themed rather than generic - Greek ruins, a space station, a medieval keep, and a pyramid each have their own look and enemy mix.
Systems in the game
- A spawn director that spends a per-room credit budget on spawn cards, so encounters scale rather than being hand-placed one enemy at a time.
- A buff and debuff manager with stackable timed effects, including burning and frozen states that modify stats while they run.
- An inventory and item system with rarity colors, tooltips, item cards, and a loot pool that decides what drops.
- Player movement with mantling, sliding, and a camera holder rig, plus knockback, chain lightning, turrets, lasers, and falling hazards.
How the team worked
- Three developers working on a shared main branch through pull requests, at 85 merged PRs by the end.
- Deprecated scenes and scripts were kept in clearly marked folders rather than deleted, so earlier level designs stayed readable.
- Shared entity systems - stats, attacks, health bars, damage triggers - were factored into a common folder so enemies and the player used the same code.