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Hell Slayer

First-person Roguelike game made in Unity

Fight through waves of enemies in a first-person dungeon crawler, collect weapons, adapt your loadout, and see how long you can last.

Screenshot of Hell Slayer

Project Development Story

Overview & Teamwork
Hell Slayer is a first-person roguelike game developed in Unity by a team of four as an OSAO school project. Our main goal was to explore different game engines and programming languages while working together as a team. We used Trello for task management and created a detailed game design document (GDD) to organize our ideas and workflow. Our deadline was to have a playable demo ready for Vectorama, one of Finland's biggest game events, where people could try it and give feedback.

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Game Concept & Design
The main concept was to create a dungeon crawler where the player must survive waves of increasingly difficult enemies. We implemented a weapon collection system, with each weapon offering unique attributes to make gameplay more engaging and strategic.

My Role & Challenges
My main responsibilities included player modeling, animation, and coding and modeling the enemies. I experimented with Mixamo animations in Blender, which worked, but I faced challenges such as naming conventions, adding custom animations, and fixing bone transform issues. Eventually, I created new animations from scratch, using Mixamo as a reference.

The player model only had arms, but in hindsight, adding legs could have improved the sense of distance and movement, especially since the player's point of view changed based on speed.

I also created the enemy models and coded their behaviors, including the spike ball and the bird. One of my main challenges was managing enemy states in Unity. To solve this, I implemented a script-based state machine for all enemies. While this worked, I found the state-switching logic confusing at first. Looking back, state machines are a common concept in game programming, and better built-in tools for custom state management in engines like Unity would be a welcome addition.

Project Outcome & Lessons Learned
By the end, our team completed the player weapon system, player controller, two enemy types, and the enemy wave system. Some features did not make it into the final build due to time constraints and project management challenges. This experience taught me a lot about teamwork, documentation, and the importance of planning.

Project Details

Genre: First-Person Dungeon Crawler
Project Timeline: Feb 10 2025 - Jun 1 2025
Project Status: Prototype
Game engine: Unity 6
Programming language: C#
Team size: 4
Main Roles: 3D Artist, Animator & Enemy Programmer
Art tool: Blender 5.0.0

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