Goblin Mode
Cerberus Studios
ROLE
Sole Programmer and Designer
GENRE
Action Roguelike
DESCRIPTION
Tear through your enemies through the use of your magic wand. Gain powerful spells enhancing them through upgrades or combining spells.
YEAR
June 2023 - April 2024
TEAM SIZE
3
ENGINE
Unity

Spell System
Customizable Spells
Having a wide range of spells in this game was very important, in order to achieve this I used inheritance to create branching paths of spells. Spells consist of custom classes that contain a large variety of variables that can change how they work, to the right is a simplified depiction of how this information is handled.
Spells have a variety of stats, these stats vary depending on the type of spell. Tick spells have the most modifiers at over 80. These modifiers can be a range of things like chance to burn or how fast they home in on targets.
Spell Children and Combining
One of the modifiers a spell can gain is children, this just means the spell is able to cast other spells. There are a few ways for this to occur based on the type of spell. If you want to create a fireball, you can create a fireball projectile, when this projectile hits a target, it will create its child summoning an explosion. Other examples of this function is a stationary tick spell that summons projectiles are the nearest target creating a turret.
Using this child feature, spells are able to be combined in the shop. While a spell is equipped, the player can drag spells into slots depicted the type of child, this attaches the spell onto the other.

Simplified version of different spell types and purposes
What I Would Do Differently
Inheritance
With this project I really fleshed out my understanding of inheritance. I had used it a small amount but this was my real deep dive into it. Some of the systems that I built had to be remade because I did not fully understand how to manage inherited scripts. If I were to go again, I would use inheritance more often and put it in more places allowing for even more possibilities.
