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Path of Ember

Overview

Path of Ember is a roguelike action game featuring procedural map generation and Archero-style movement mechanics. The game focuses on run-and-gun gameplay where the player must stop moving to shoot, creating a strategic rhythm of positioning and attacking.

Core Mechanics

Movement & Combat

  • Control: Single-stick floating joystick.
  • Move vs. Shoot: Player moves while dragging; auto-attacks only while stationary.
  • Feel: Snappy acceleration/deceleration with no diagonal speed boost.
  • Mechanic: Stutter-stepping (micro-move, stop, fire, repeat) is a key mastery skill.

Procedural Generation

  • The world is generated in finite chunks.
  • Sequence: Start Chunk -> Lava Biome -> Grass Biome -> Mud Biome -> Boss Chunk.
  • Streaming: Chunks are loaded/unloaded relative to player position to maintain performance.

Implementation Status

  • Player Movement: Implemented (PlayerMovement.cs) with collision handling, boundaries, and joystick input.
  • Map Generation: Implemented (ChunkManager.cs) supporting sequential biome spawning.
  • Combat: Basic shooting (PlayerShooting.cs) and projectile logic (Projectile.cs) are in place.

Roadmap & Pending Features

  • PowerUps System: Roguelike upgrade system (to be implemented).
  • Enemy AI: Telegraphing attacks, line-of-sight logic, and varied movement patterns.
  • Biome Visuals: distinct visual assets for Lava, Grass, and Mud biomes.
  • UI: HUD for health, ammo/powerups, and progress.

References

  • Movement Research: See Assets/Docs/Archero_Movement_Research.md
  • Map Research: See Assets/Procedural Generated Map.md

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a new game in development stages

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