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LEGACY MINERS

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9 MONTHS

PROJECT DESCRIPTION

Legacy Miners is a 2D roguelike with focuses on exploration and crafting. The game has the player progressing downwards while unlocking better and better gear to serve them on future descends.

This is a project I joined with a team of 8 about halfway through development.

BREAKDOWN

For my part in this project, I focused on implementing some of the final core mechanics in C#, ittirating some design elements for a more cohesive player experience from start to finish, and working with a dedicated team of audio engineers to produce original SFX and music.

In addition to those, I also helped design the final boss fight's multiple phases, and how it would be balanced compared to the Player's items and strength levels.

Tutorial Area

The initial starting area was designed as a safe space for the player to experiment with each core game mechanic in an order we saw fit to introduce.

The player would be taught how to move and look around, after that they would learn how to jump and platform themselves in addition to creating their own path by mining through the dirt. 

An enemy will be presented early on, an easy Bat type for them to kill in a one to two hits. This is just to introduce the player to some basic combat.

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Retirement

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Once the player leaves the tutorial cave, their progress would be locked so they can respawn by the campfire if they die throughout their journey. We called this mechanic 'Retirement', as throughout their playthrough they player could choose to return to the fire whenever they desire.

There are some benefits to this, the biggest one is that locating new blueprints throughout the level would allow the player to craft new gear back at the campfire, and begin their journey fresh with an upgraded gearset.

Begin Exploring!

As the player begins to dig down, we were sure to encourage exploration wherever possible. Dungeons are designed to spawn randomly throughout the mines and contain random rewards and challenges within, so that every descent feels fresh!

The other main incentive of exploration is resource gathering that will come into play once the player retires to upgrade their gear.

Common minerals will spawn indavidualy but more often, while rarer minerals would spawn in clumps but less often.

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Boss Design

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After descending 5 layers deep, the player will be transported into a large dungeon with a boss. 

The Boss fight contains 3 phases, of which the player will have to defeat in a single run.

The first phase is simply melee attacks and large openings, the second adds more maneuverability to the boss and new ranged attacks.

The third phase places the player in a large room with a rising acid pool on the floor. The player must jump up between platforms to gain a foothold and respond to the boss.

CORE GAME LOOP

Collecting

Retiring/Resetting

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Exploring

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Crafting

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