背景
问题
一个聚焦的原型,用来学习 Roguelike 的核心循环:程序化的压力、以局为单位的成长,以及像素风格下利落的射击手感。
方法
方案
使用 Unity 2022.3 与 C# 开发,将像素风战斗与逐步升级的 Roguelike 结构结合,并在 itch.io 上发布了可游玩的版本。
功能
- Run-based roguelike progression
- Pixel-art enemies and environments
- Twin-stick-style shooting
- Playable build on itch.io
架构笔记
- Encounter and spawn logic is data-driven so runs vary without code changes.
- Combat, movement, and UI are kept in separate Unity systems.
挑战
- Tuning difficulty escalation so runs stay tense but fair.
结果
A playable pixel roguelike prototype published on itch.io.
学到的东西
复盘
- 01Roguelike tension comes from pacing, not just enemy count.
- 02Shipping a build to itch.io forces real finish work a repo never demands.
下一步
下一步
- 01Add more enemy archetypes
- 02Expand run modifiers
- 03Capture gameplay footage