A fewÂ weeks ago my good friendÂ Jim ShepardÂ was getting ready for a long-due vacation, which he said included going to GDC and hopefully doing an entry forÂ the International 7-Day Roguelike challenge.Â Now, JimÂ is already an accomplished Roguelike creator, having recently accomplished his dream of publishing an indie withÂ one of the best classic-style Roguelikes on the planet, Dungeonmans. Â As a long-time lover of old-school RPG’s in the Ultima vein, I’ve always been a bit jealous of his accomplishment. Â I figured this challenge would be a lot of fun as well asÂ a great way to testÂ my passing knowledge of Unity…
Huge is a 2D tile-based “RPG Lite” in the roguelike vein. Â The player must venture through the caverns in search of crystals that can be used to craft bombs. Â Why do you need bombs, you may ask? Â Well, there is a boss wandering the mapÂ out there, and you can’t defeat him without them. Â It’s a concept I’ve always found interesting in a “Hunt the Wumpus” sort of way… Â except along the wayÂ I realized I was making a Rogue version of Sinistar, so I decided to just take that idea all the way to the mat.
Additional note: Â The above build includes a fix to the Unity default quality settings, which were preventing the bump-mapping on the sprites from appearing, as well as a simpleÂ title screen wrapped around the experience so that the user doesn’t have to reload upon death anymore. Â If you want to play the original exactly as it was released, go here.
Additional, additional note: Â The build linked above has been converted over from the Unity Webplayer (which has become non-functional in most browsers) to a WebGL build that has a few sound issues. Â To playÂ Huge in all its glory, click the download link above instead for a Zip archive.
The gameÂ was built solo over the course of a (regular work) week, in my spare time. Â 7 days isn’t very long to do what I had to, so I had to cut corners in a lot of places, such as having a proper progression if you succeeded. Â I also didn’t really get a ton of time to balance it, so defeating the boss canÂ be easy or hard depending on how in the groove you get. Â Finally, I wish I could have given the boss some more character, but such was the way of things.
The game was created with Unity 4.6, along with the Master Audio plugin. Â I portedÂ a few of the routines for Fog of War and dungeon generation from the ProD library over to my own mapÂ code. Â Most ofÂ sprites were fromÂ Oryx, andÂ were just enough to give me some flavor that I might otherwise have lacked (I know you’ve seen them a hundred times, sorry ’bout that!)
Most of the audio was created by my talented friend and coworkerÂ Mark Shoemaker.
- CollectÂ crystals to build bombs.
- Use bombs to defeat theÂ Boss.
- The player can be moved around the map using the WASD keys.
- Move intoÂ a monster to attack them or to use a workbench or chest.
- Collect swords to increase your attack, and shields to increase your maximum health.
- CollectÂ crystals from chests, monsters and lodestones.
- By using a workbench, you can exchangeÂ 5 crystals forÂ 1 bomb.
- PlaceÂ bombs by pressing the  key or [ENTER].
- Bombs will explode afterÂ 5 moves.
- Kill all 4 eyestalks on the boss in order to win.
Music and soundÂ by Televided.
FreesoundÂ is a collaborative database of Creative Commons Licensed sounds. Â Sounds were derived from samples by: