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RECAPTURE

Outline

This project is still in development, I am responsible for the preliminary core gameplay design and script prototype content. Once the content is well-prepared, I will try to form a team and invite more people to participate in this project to develop the program framework and more interesting gameplay designs. Of course, I also need to update the art resources to make them consistent with the background situation.

About Project

In recent years, many 2D roguelike games have been released, and the roguelike mode has been recognized by many players and manufacturers. Some people believe that too many works entering the market will make players aesthetically fatigued, but I believe that excellent gameplay combined with excellent design and art can make it unique, even if there are thousands of games of the same type.

 

After observing the 2D roguelike games in the market, the vast majority of games in real-time combat always want players to have more and more attack methods, more and more dense barrage, in order to quickly obtain pleasure I think we can create some unique designs at this point and create a gameplay that requires strategy to complement combat within the framework of roguelike.

I have gained some inspiration in strategy-based non-realtime combat Roguelike games, especially Slay the Spire and Into The Breach, both of which contain common deck building gameplay in Roguelike games. However, most importantly, they provide players with information on the future actions of enemies, allowing them to make strategies in advance to maximize profits. Personally, I really like this type of gameplay, as it is like playing chess, giving you enough time to think and ultimately gain the pleasure of mastering the overall situation I am trying to integrate this strategy gameplay into real-time combat gameplay


In terms of game objectives, my main gameplay is based on the survival and protection of cities in the Into The Breach. This innovative approach, which stands out from the majority of warchess games in terms of attacking and eliminating all enemies, has inspired me. I have also modified the purpose of battles However, these contents are still being tested and pondered repeatedly.

Current Completed Prototypes

Art and Background

In the future, nanotechnology is extremely advanced and naturally used by humans for military purposes. People inject programmable nanomachines into soldiers, making their physical fitness far beyond that of ordinary people, becoming super soldiers. The appearance of only one on the battlefield can totally turn the tide. People call these super soldiers "elite soldiers" However, the production cost of elite soldiers is extremely high and the yield rate is low during the production process. Soldiers who undergo modification are easily engulfed by nano machines injected into their bodies, losing control of their bodies and becoming zombie like monsters. The background of this game is that the protagonist, as a successfully transformed elite soldier, must go alone to a place called the "elite cemetery" to complete the military's task of recycling nano components. Of course, the carriers of these components are those defective ones.

Character Controller And Random Dungeon Generator

More content is still in development...

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