Project Overview
“Centurion” was a project designed to improve my workflow for game development after realizing inefficiencies during the development of Temple of Bastet. For this project, I focused on:
- Establishing an efficient hierarchy/workflow in Unity.
- Experimenting with a low-poly 3D modeling style that I could quickly create.
- Forcing myself to work without any third-party art assets while exploring the use of third-party development packages to streamline processes.
This project revolved around creating a simple ARPG with minimalistic combat mechanics:
- Primary and secondary attacks for the player character.
- Hex-based maps that acted as short dungeon floors, inspired by roguelike games.
While the game itself remained a prototype, the insights gained in terms of workflow and design will benefit future projects.
Gameplay Features
In-World Main Menu
One of the key experiments in this project was to create an immersive main menu. Instead of a traditional menu, players navigate and interact with the menu as part of the game world.
Exploration and Combat
The gameplay was designed for quick sessions, with players navigating hex-based maps. Combat was intentionally minimalistic, with the following core mechanics:
- A primary attack (e.g., sword slash) and a secondary ranged attack (e.g., whirlwind).
- Movement-based dodging and strategic positioning.
Reflection
This project successfully achieved its primary goals:
- Efficient Workflow: I now have a reusable Unity template that streamlines development for future projects.
- Low-Poly Art Style: I gained confidence in creating low-poly 3D assets, though I recognize there’s still room to improve in certain areas like texturing and animation.
- In-World Menus: This experiment was successful and could add immersion to future games.