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Prototype

The Circussy One

Automatic weapons keep firing while you chase upgrades and the Stage Door in this circus roguelite prototype.

Game developmentProcedural generation
The Circussy One

Details

UnityC#UI ToolkitWwise

A chest sits beyond the crowd, experience gems are scattered behind you, and the next wave is closing in. Your weapons keep attacking while you decide where to move.

The Circussy One is a third-person auto-combat roguelite prototype in Unity. You choose a Performer and build up weapons and Talents across three circus Acts. Automatic attacks put much of the moment-to-moment decision-making into movement, collecting rewards, and choosing upgrades.

The weapons keep firing while the player moves through enemies and collects experience.

The Act Ends at the Door

A Headliner boss arrives near the end of each Act and starts an Encore deadline. Enemies continue spawning after the boss falls. Once Encore begins and the Headliner is defeated, the Stage Door appears. Staying longer brings increasing enemy pressure.

To finish the Act, you have to reach the door and interact with it. Intermission then generates the next Act while preserving your build; leaving the final Act brings Curtain Call.

Generated Circus Spaces

Each Act uses blocky platforms and broad ramps inside a circus tent. The terrain has to support enemies approaching the player as well as the player's own escape routes. A platform that looks reachable is no use if its ramp exceeds the controller's slope limit.

Reward placement has a similar constraint. The system samples the generated terrain, then checks the prop's footprint and clearance before placing it. A chest needs enough space for its body and a position the player can approach. These checks connect the generated scenery to the decisions made during combat.

A view into a generated circus arena, with striped walls, platforms, and strings of lights.
Raised platforms and straight ramps divide the generated arena into routes through the circus grounds.

Tools for Tuning the Game

The Content Workbench lets me edit performers, weapons, upgrades, and rewards through linked definitions. Designers can select the content an upgrade affects without typing its runtime identifier. Config assets hold the tuning values, and validation tools check the relationships.

The footage shows the presented prototype. The three-Act run is playable end to end, with terrain and balance tuned for that presentation build.

Questions About This Project?

Ask about how it works, or point out something I missed.

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