RPG Item Generation Prototype

This was a test in random item generation I created in 2015. It has a huge item library, and creates randomly generated loot with stats and bonuses (similar to systems in games like Diablo or Path of Exile) from a base item type, material type, and quality. Items are generated based on the level of the player character, the character’s class, and the character’s luck stat, with more powerful items being more rare. Items also have a number of stats that affect the character, increasing different types of damage, health regeneration, resistance to effects, and much more. I began work on a game around the generation system, but was soon busy with school stuff and didn’t have an opportunity to continue it.

Things learned from RPG-IGP:

  • I really cracked down on Unity shaders for DRPG, creating a shader that allowed for lit, coloured, transparent sprites for the weapons and armour.

  • Hard-coding random generation stuff is not a good idea. It took me an entire week to re-work the system to get it to run efficiently without slowing everything down.

  • DRPG was my first time using the new Canvas UI system in Unity. It took a little while to get the hang of, but it feels very powerful compared to the old GUI system.