After your spaceship crushed on an unknown planet, you receive the order from the queen of your swarm to set up an outpost. Therefore, you enter dangerous dungeons full of vicious enemies. Loot the resources they drop and refine them in your factory. Build up your outpost and produce upgrades for your weapon. With them, brace yourself to enter even harder dungeons.
Don't forget, your queen relies on you, to prepare the swarms invasion!
DRONE is a game, that combines building strategy with rouge like dungeons. Never mind about boring resource mining. Just enter a dungeon, kill all your enemies and loot the resources to produce items, like upgrades and tools, in your factory!
To build the prototype of DRONE, we were a group of eleven and had a time limit of roundabout three weeks. The setting was a module in my study for the Bachelor of Scienc in IT and Design at the University of Lucerne. My task, apart form the participation in the overall game design, was the development of a procedural generating algorithm, that allowed us to build many variations of the same dungeon. Therefore, I built the mechanics of the rooms, managed the different available dungeon room objects, and created spawn points, that can spawn assets for example like enemies and a swarm of mosquitos.
For the transfer of the player from one room to another, I built a camera fade in and out.
To support the asset designers to let the dungeon appear enlivened, I added particle components to the egg like orbs and a mosquito swarm.
To get the factory and the dungeon parts of the game together in the prototype, I managed the different scenes in the code and deployed the stand alone build.
DRONE
Published:

DRONE

Published: