SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 92

Emily Rizzo Software Development « 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.