Barb's Dungeon
Programmer & Designer
This was my team’s final project for our GSD 405: Video Game Development Process course. For this assignment, our team selected a previous design concept from a past semester of the (separate) game design course. We were tasked with modifying and refining this existing design, creating a comprehensive implementation plan, and executing the full game production cycle over the semester. The project emphasized professional game development workflows including pre-production planning, milestone tracking, and iterative development based on feedback.
Features
- Procedural dungeon generation - Randomly generated floor layouts using an algorithm that creates varied, interconnected rooms
- Strategic combat system - Dynamic combat with melee and ranged weapon options, dodge mechanics, and tactical positioning
- Character progression - Multiple playable character classes with unique stat distributions and playstyles
- Inventory system - Item management with stacking, consumables, and descriptions
- UI/UX systems - Class selection screen, main menu, pause menu, death screen, resource bars, and dungeon minimap
- Enemy Variety - Basic enemy and boss with different behaviors and stats
- Room-based exploration - Handcrafted room designs translated into Unity prefabs for procedural assembly
My Contributions
As one of two Programmers on a 6-person team, I was responsible for implementing core gameplay systems and UI functionality. My work focused on player interaction, combat mechanics, and creating the user-facing systems that translated the design documents into playable experiences. I also contributed to the level design with handcrafted rooms and helped make decisions for the design modifications in the initial phase.
Player Systems
- Controls - Implemented core player movement mechanics
- Resources - Health, mana, and stamina resources that can deplete and regenerate
- Stats - Hidden RPG stats for Defense, Strength, Dexterity, Lethality, Intelligence, Wisdom, Agility
- Combat mechanics - Programmed melee and ranged weapon systems, and dodge mechanics
- Class selection - Developed player class selection screen and system
Progression & Inventory
- Class and weapon stats - Implemented stat system using Unity Scriptable Objects for quick, data-driven class and weapon configuration
- Inventory system - Built full inventory management including item selection, stacking logic, and description panel UI
- Consumable items - Implemented item usage and effects system
UI Implementation
- Menu systems - Created main menu, pause menu, and death screen
- Class selection UI - Designed and implemented class selection interface
- In-game UI - Created inventory panels and item descriptions
Content & Polish
- Room prefab creation - Designed and translated room layouts into Unity prefabs for the procedural generation system
- Basic enemy implementation - Programmed base enemy functionality and behaviors
- Bug fixes - Debugged and resolved issues throughout development cycle
Collaboration
- Worked closely with designers to ensure technical implementation matched design intent
- Playtested and implemented balance adjustments
- Contributed to team discussions on scope management and feature prioritization
Design Documentation
The following comprehensive design documents were modified / created by our team during pre-production and production. Since these are all living documents, we kept a detailed Changelist to track any modifications we made throughout the process.
Pre-Production Documents
- Vision Canvas, Asset List & Feature List - Core vision, prioritized features, and required assets
- Game Description - High-level game concept and player experience goals
- Narrative & Lore - Setting, world-building, and narrative framework
- Pre-Production Milestone Plan - Development timeline and deliverable tracking
System Design Documents
- Game Loops - Visual diagrams showing system interactions and player flow
- System List - Comprehensive breakdown of all game systems and their requirements
- Technical Design Document - Technical specifications for system implementation
- Beat by Beat - Detailed progression through gameplay experience
Art & Polish Documents
- Art Style Guide - Visual direction, color palette, and asset specifications
- Tone Target - Reference imagery for desired aesthetic and mood
- Prototype Documentation - Early prototype evaluation and iteration notes
Quality Assurance
- QA Test Plan - Testing procedures, bug tracking, and quality benchmarks