Emily Rizzo
Software Development
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Adventure Rogue-Like
Adventure is a 2D rogue-like developed Non-Playable Character (NPC) portraits
procedurally generated maps, perma- sprite, and a custom full-screen effect to
in my own engine, complete with
death, items, quests, and a party system.
Originally, Adventure was assigned over
five weeks and only covered basic map
generation, actors, items, and data driven
entities. Because I enjoyed working on the
original project and had a vision for a full
game developed in the system, I chose to
expand on the game over the course of
make the game feel more visually distinct.
I also integrated my thesis on procedural
narratives into the game as part of the
dialogue system. Now, rather than having
a few hand-written lines of dialouge,
NPCs in a village share an overarching
narrative and will change their dialogue
with the procedural story as it develops.
two Directed Focus Study projects. This project has been an excellent testing
In my first eight-week DFS, I expanded techniques of procedural generation, and
on the map generation system drastically
and added a deeper quest system that
allows for side-quests. I also created a
party system, in which the player can add
allies to their party through completing
quests. In my second DFS spanning 16
weeks, I updated the visuals of the game,
adding tile edges to beautify the maps,
92
that generate procedurally alongside their
SOFTWARE DEVELOPMENT
ground for me in exploring different
I hope to continue working on the combat,
quests, and map generation to flesh it out
into a polished game.