
INFORMATION :
Genre : Rogue Like
Platform : PC
Duration : 4 Months
Team : 7 peoples.
Mission : Create a Roguelike.
Position : Game Designer, Level Designer, Sound Designer.
CONTRIBUTION :
- Writing game documentation.
- Design of enemies and game items.
- Design of game loop and replay value.
- Level Design of all rooms of the pyramid.
- Composition of the music and sfx of the game.
- Realization of the game trailer.
- Voice Acting

THE GAME :
The player plays as a tomb raider, who came to retrieve the treasures of an ancient Egyptian pyramid. He will however trigger a curse by trying to steal the treasure of a dead pharaoh, thus bringing back the dead to life as well as monstrous creatures straight out of the book of the dead to eliminate it. The explorer, incarnated by the player, will have to face the multiple opponents and the powerful creatures of the pyramid in order to escape.
The goal of the game is to explore the various rooms of the pyramid in order to find the one in which the Boss is in order to eliminate him. For this he will have to eliminate all the enemies who came to stop him who will be in the various rooms. The player loses if he suffers damage putting his life gauge at 0%.

The player starts in the HUB where he launches the game by entering a room. Then begins the Run phase where the player is offered 3 weapons with which he can potentially start his Run. Each of these weapons is equipped with a modifier that gives them zone effects during attacks and modified statistics (variables: speed, power, durability, etc.). The player chooses one of these 3 weapons (fire modifier sword) and the other 2 disappear, he can then enter the next room.

He enters and discovers 4 identical enemies (skeletons) who attack hand-to-hand with swords, the player then experiments the attack with his sword by attacking one of the skeletons. The impact deals damage to the skeleton and throws flames to the ground that deal more damage to the same skeleton as well as the other two within the range of the flames. The 3 enemies die and the flames go out, the room is then emptied and a chest appears in the middle of the room, offering the players golds that they can spend in the shop hidden in one of the rooms of the run. These golds are added directly to its golds counter displayed at the bottom left of the screen. The chest also offers the player a new weapon and a life potion: he can recover only one of these 2 objects, knowing that his weapon can potentially lose his modifier during the next attack he will carry out, which will make it less effective, on the other hand, he knows that he may also have to take damage without being able to heal himself and lose the run. A potion of life would therefore be of great use. The player then chooses in which room he wants to go.

If the player dies during his Run, he is brought back to the HUB room, his inventory is reset and he loses everything he owned. He nevertheless keeps the golds recovered during his last Run, which he can spend in the skill tree of the character to unlock. If he decides to restart a Run, his golds will be reset to 0.
MY WORK :
Egopte was my first video game creation project, the objective was to make the vertical slice of a game in the roguelike genre. If today the design methodology has become obvious, it was not at the time and everything was to learn. So I started the pre-production phase by analyzing in detail the gender of Rogue Like and its derivatives.
A first production naturally involves a lot of error. Ours were to want to do too much and not to scope the project reasonably. Added to that the constant doubts and changes on the concept did not help. Moreover, our programming skills were still weak at this stage. Nevertheless it is a good thing to have been able to experience it on this production. I was extremely attentive to these issues afterwards.
This project allowed me to put into practice my knowledge in game design, level design and sound design. I had the opportunity to realize the whole Level Design of the rooms of the pyramid. I faced the problem of procedural, and what this will entail on the management of rhythm: Ensuring that the progression from one room to another, depending on a layout largely managed by randomness, remains interesting. Despite our law technical abilities, I opted for the possibility of being able to manage the variable difficulty of the room in the construction of the procedural. This allowed us to maintain a good balance between the runs.
