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Robur

Grid-Based Fighting Game!

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5% progress
DEVELOPMENT LOG

Behind the
build.

v1.0

The Idea:

A few weeks ago the project idea for Robur came into existence. The idea to make a tile-based action game was a fascinating mechanic that I (Cryton Gill-Branion) wished to pursue.

The project idea as it stands is to create a rouge-like tile-based movement fighter, where players will traverse a small map rapidly dashing toward waves of enemies, and slashing them. Each wave completed will reward the player with upgrades for the next wave.

Current State:

The project current offers players with a small tile map to move around in, either via standard WASD 1-tile movement or a 3-tile dash, and an enemy to attack and kill. The enemy will follow players around upon perceiving them, and when they get directly next to them attack the player. A simple health bar shows both enemies and players' health.

This project is currently being developed in Unreal Engine 5. The workflow for development is one I wanted to hone in on for personal education and refinement. That is, a component-observer workflow. This workflow utilizes Actor Components within the engine, to isolate chunks of shared code, and minimizes the amount of hard references made in the development process. Moreover, it drastically increases a project's scalability. Using this methodology, I am creating this game using this workflow as best I can.

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