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Scroll of Doom

Scroll of Doom is an isometric magic combat game built around a rune-based magic system. The game was made over the course of 4 months for Traditional Game Development at the University of Utah.

Engine
Unreal Engine 5
(Blueprints)
Role
Designer +
Gameplay Engineer
Team Size
5 members
Status
Released on Itch.io
Contribution
Combat system,
environment, SFX, HUD

Combat System

The combat system was developed in a very modular way where every attack could be defined in a structure to determine speed, damage, and magic type. The system enabled enemy attacks to be modified simply and combine any combination of attack and magic type — to the point where the level designer created a whole puzzle based on a spell combo I hadn't even realized was possible.

Scroll of Doom combat data architecture
Attack Data Structure · Blueprint Architecture

Rune System

I designed a rune language for the magic system that has 3 main magic types that get paired with an attack type to create every attack. The magic system has a rock-paper-scissors style system where every type has a counter type. The runes were also used for onboarding using diegetic signage to teach mechanics, as well as telegraphing attacks. Countering spells would even regain some resources — health, stamina, and mana.

Rune type chart
Rune Language · Magic Types
In-world rune signage
Diegetic Signage · Onboarding
In-game combat screenshot
In-Engine · Telegraphed Combat

Outcomes

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