Ragoon Rumble
Overview
Ragoon Rumble is a food-centered roguelike, where you use your cooking pot to defeat the alimonsters that you will face through your exploration of the Yum-Yum Forest. Gather ingredients and mix them to discover what powers they will grant you; and what even greater power you can get when making the right mixes...
Genre : Roguelike - Dungeon Crawler
Plateform : PC
Engine : Unity 3D
Team size : 17
Role : Level Design
Store :
Responsabilities
The project had already 6 months of development when I joined it.
My main task was to review the previous work and help the Lead Level Designer to create a complete run with many rooms and variants. It required a "semi-procedural" system to establish replayability and a change for the player at each try.
Level Design documentation
We have created a path to present a normal game experience. It contains a few branches with reward choices so that the player can create their own route according to their playing style (for example entering a room containing healing rather than a room containing a buff, if the player is injured).
Each room has 3 variations in the layout or different enemies with similar difficulties to increase the replayability.
This version allows us to manage risks and reward with greater precision.
Once the path was created, it was necessary to determine which enemies to put in each room, the number of waves etc, to manage the difficulty. Each monster has a difficulty score, which allows us to visualize in real time the curve of our run.
Level Design evolution
When I joined the project, 6 months of development had passed and we only have 6 weeks of work left. So we decided to create the levels directly on Unity in block-out.
Each level has 3 layers :
Room 2A
Room 2B
Room 2C
We realized that we were running out of time to do everything we wanted in Level Design, so we decided to reduce the number of variants.
We also make some changes in the rooms after having tested them (Larger areas for example or different challenges than initially planned).
New Room 2A
New Room 2B
After experimenting enough our rooms, we added the final version of the enemies and loot.
Thanks to the tools created by the programmers, we were able to easily set-up the enemy spawn areas, wave numbers etc. We also strongly swung the number of items given by the game.
Doors bring in one of the chosen variants. Above is indicated the reward behind (care, food, item,...), we leave the player the choice to trace their own route according to their needs.Our goal at this stage was to balance the player experience.
Reward Manager
Door Manager