Archipelago

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Archipelago is a fast paced movement roguelike set on a cluster of floating islands.

It was my senior capstone project while I was attending the University of California Santa Cruz. It was made in Unreal Engine 5 in the course of two quarters (20 weeks) by a team of 5 students (for the first 10 weeks) and then 7 students. It was the first time any of us had used Unreal Engine, along with the fact that some of my teammates didn't know C++, so sadly it's mostly in Blueprints.

This is also my first game to ever be published so it holds a special place in my heart.


Screenshots:

Archipelago Archipelago Archipelago Archipelago Archipelago Archipelago

Link to the Steam page


What I did:

Level Design:
My roommate (Miles Marsh) and I were in charge of and did all the level design for the game. The game is a roguelike, so we had to put a lot of work into making randomized play spaces that were coherent and fun to run around. I also worked on the level design of the tutorial to make sure that the player could get a feel for our game and learn everything they needed to.

Twitch Interactivity:
I was the sole programmer on making our game able to interact and connect with the streaming service Twitch. It was honestly probably one of the hardest things I've ever done. It was given to our team by the professors (Tyler Coleman & Graeme Devine) as a "pivot" to replicate what trying to get a game published would be like. I used an Unreal Engine Plugin to make a fully functional login system for Twitch, along with creating, testing, and balancing 11 unique Twitch commands for viewers to be able to use on the streamer.

Gameplay Programming:
Along with most of the other people on the team, we would all chip in here and there when we could. I helped out a lot with the character, their dash ablility, the sword weapon, the enemies, and the puzzles.