Introduction to Aurora

A beautiful game world that you might interested in.

Featured image

Overview

Aurora is a turn-based game crafted based on classic Roguelike mechanics and elements but also integrated some style of open world in mind. The storyline revolves around the character encountering a life-threatening event in their original world. On the brink of consciousness, they are transported to a distant realm known as ‘Aurora.’ Players must find a way to return to their original world before their soul completely dissipates, or they will be forever trapped within there.

The game is primarily developed using the Unity engine and designed with C#. As a widely-used game development framework, there are many tutorial documents and videos available online, providing substantial assistance to beginners like me in game development.

Following are the core concepts I focus on while designing this game:

(This area is still somewhat vague for me, I’m presenting it in a more general way for now.)

After a period of effort, the character can finally explore the game smoothly.

game_snip

2023 Retrospective

In early 2023, I spent a amount of time understanding basic knowledge of Unity and its engine framework. This included transitioning from Object-Oriented Design concepts to Component-Based Design, and other mechanism which would influence efficiency of the game during runtime. After that, I start to research on how to build a framework for turn-based games, aiming for high flexibility and scalability in game content.

Simultaneously, I delved into understanding the elements of Roguelike games and how to seamlessly integrate them into the framework that I designed. Achieving the integration of these elements in a short period is not an overnight accomplishment, but every successful endeavor is the result of continuous steps, no matter how small, eventually leading to the finish line.

Throughout the entire year of 2023, I successfully achieved the following goals:

battle_scene A demonstration scene of a battle with monsters

However, during this process, I encountered some challenges:

large_grid_object A character who occupies more than one grid can make things become complicated.

2024 Outlook

While reviewing the accomplishments mentioned above, I feel satisfied and proud of what I’ve achieved so far. However, at the same time I know that there is still a long way to go before reaching the final state I want to be there.

After a period of thought, I have decided to set the following goals for this project in 2024:

In Roguelike games, diverse item effects and complex yet deep character development strategies have always been the essence. At the same time, the unpredictable game content with each new playthrough will immerse players in the challenge repeatedly. In 2024, I will continue to refine the foundational systems of the game, improving the design and functionality between each subsystem.

In summary, most of 2023 was spent on building and refining foundational systems. Therefore, I hope to make 2024 a significant leap forward in filling the game with playable content, truly beginning the “first step in designing a game.”

Thanks for everyone who read this article. Looking forward to our next meet!