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Mobbers

University Postgraduate

Live Demo on Steam

Mobbers is a roguelike dungeon shooter with randomised items, rooms, themes and enemies. Choose to play as the Goblin, Skeleton, Slime or Kobold and turn against the other mobs in the dungeon to escape the ever approaching heroes trying to loot your home.

This project is currently in development, was presented at Insomnia twice and has a demo available to play for free on Steam!

My contributions

I work as the Lead Programmer and focused on room generation along with overall gameplay elements.
 

Dungeon Generation

Similar to a lot of rogue-likes, Mobbers has random room generation where rooms are generated by branching off from a central starting room.

Travelling to rooms will cause the doors to lock and enemies to spawn in. When all enemies are defeated, the doors will unlock and chests will spawn within the room for the players to pick up.

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Room Generation

Rooms are generated from a 64x64 blueprint that uses the colours of pixels to determine what items are placed. Place items are then  rotated and textures are added appropriately dependent on neighbouring parts and theme.

 

Room parts include: 

  • Walls

  • Flooring

  • Chest placements

  • Traps (wall traps, pits, floor traps)

  • Room props (decorative, breakable, light sources)

Game Manager

A timer begins after leaving the start room and will countdown until the player is taken to the shop before the boss fight.

When exploring the dungeon, collecting a chest in the room will pause the timer until they leave and enter a new room.

During the shop and boss rooms, no timer exists, the player can only go towards the boss room and then either win or lose the boss fight.

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Room Props

Within the room generation blueprint, room props and be randomly placed with following attributes:

  • 1 tile tall

  • 2 tiles tall with players able to go behind the top tile

  • breakable objects with multiple sprite states

Rooms may also have attached light sources that help with visibility.

Traps & Hazards

Traps can be placed in selected segments on the room blueprint or is randomly placed among the simple obstacles. 

Traps can be assigned a type of hazard that will be applied to the player that a base class will control how the players are impacted. Hazards can:

  • Impact movement

  • Cause damage

  • Instantly kill player

Different types of traps can be created that inherit the base class functionality such as:

  • Timed traps that take set amount of time to be sprung after activation

  • Destructible traps that will remove any effects currently placed on a player

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UI/UX Functionality

Set up the main and pause menus to be able to interacted with using both PC and controllers.

Lighting

Added real-time lighting that helps bring attention to key details and to make the environments more vibrant.

Lighting includes:

  • Animated candle light that flickers

  • Spotlights on characters

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Animation implementation

Added animations created by art team into Unity, sliced the sprite sheets and keyframed using the animator, ready for other programmers to add functionality.

Created the initial animation manager that was adapted by the other programmers to allow animations to change based on state machines.

Animations include:

  • Characters (players and Enemies)

  • UI 

  • Weapons

Lead Programmer

As lead programmer, part of my work is contributed by constant communication with other leads and the programming team where I will designate work.

Alongside designating work, I will review the work done through playtesting for quality assurance and discussing with members of the team and will work on minor tasks to help with the progress on team members' work.

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Septagram Games

Kane Adams

Lead Programmer

Manages the programmers within the team and worked on dungeon generation and overall level gameplay

Jacob Howlett

Project Lead

Leads the project, overseeing all ideas and plans made as well as being responsible for marketing and the business side

Cameron Anderson-Iilacs

Lead Designer

Cameron manages the art and design team, creates player and boss characters, and creates art assets for marketing

George Martin

AI programmer

George created the AI for the enemies

Myles Dunstan

Gameplay Programmer

Creates controller for playable characters and creating the item system

Coral Weston

Character Artist

Creates and animates bespoke enemy designs, Also creates 3D models for rooms along with 2D textures

Level 5 Contractors

As part of the collaborative project, Level 5 contractors were employed for 6 weeks to help further the projects development
 

Lycia Stenson

AI programmer Contractor

Lycia has assisted programmers within the team and created an melee enemy that uses a Nav-Mesh

Bambi

Artist Contractor

Bambi has created UI along with enemy designs based off templates

Michael Burchell

Level Designer

Creates art assets for levels and creates room blueprints to be generated

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