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Mortal Cadence - Rhythm Based RPG

Final year project

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My Role in This Project: Lead Game Designer, Lead Programmer, Level Designer

This project was a test to experiment with a new kind of turn based RPG system that implemented rhythm and beat type input in order to effect damage dealt and received. It was done for my final year project in university and most of the project was heavily focused on designing the combat system. Each different attack had a unique beat pattern, getting harder depending on the tier level of the move. Each character had a move set with an ability of each tier, and the rhythm minigame for both attacking and defending was different to vary gameplay.

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Link to Mortal Cadence Documentation:

https://drive.google.com/drive/folders/15O5p6D3fU78yOtThOdc3nUQyrkNp-3QH?usp=sharing

Each enemy was made with a scriptable object and the attacking and defending moves were not procedurally generated, rather had their own set pattern that was put in a list and spawned in one after the other. 

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Each part of the turn was separated into different states using a an enum driven state machine that checked whether certain requirements were met before moving onto the next, and looped until the battle ended.

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This was a very big learning opportunity for me as a programmer and designer, however this is now an old project, and admittedly was quite a large mess. Should you download the project, know that the scripting does not accurately portray my level of work to date. For an up to date view of my work, please visit the RPG Core Mechanics page!

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