Stellarune
Stellarune is an action strategy game with an innovative take on deckbuilding called dice building. The player builds a dice that they roll, each side represents a spell that the player customizes to increase and decrease the probability of rolling actions. Actions have unique elemetal status effects that the player will need to master to defeat enemies to run the dice dungeon!
Team Size
Total: 15
Core: Harith Reef Liew, Zhixuan Xiao, Eric Ni, Kirby Neo, May Li
Contributor: 7
Outsource: 3
Responsibilities
Game Designer,UX/UI Designer,Project Manager
Key Contributions
Game loop design, Action/Ability Design, Enemy Design, Prototype, 3D Modelling, VFX Design, GDC Exhibition, Gamescom Asia Exhibition, Funding, Pitch & Presentations.
Game Overview
Stellarune is an action strategy game with an innovative take on deckbuilding called dice building. The player builds a dice that they roll, each side represents a spell that the player customizes to increase and decrease the probability of rolling actions. Actions have unique elemetal status effects that the player will need to master to defeat enemies to run the dice dungeon!
Players receive dice faces with magic spells inscribed on them from defeating foes and can use them to customize dice to suit their individual playstyle.
Of these spells, they fall into unique classes that have certain class abilities and archetypes. Currently, available classes are Aether (Neutral), Ignist (Fire), and Tempest (Lightning). We will be adding Poison, Water, and Wind in the upcoming development.
Gameplay Features
Real Time Action Strategy gameplay. The player Customizes their dice to manipulate probability to cast spells and defeat enemies in a grid based combat system.
Climbing Dunageon-like towers to defeat enemies and collect runes, fighting your way to the top of the tower.
Players customize their dice by inscribing runes to create their personal magic arsenal.
Fast paced gameplay will force the player to react quickly from various attacks while strategizing their next moves
Production Roadmap
We started prototyping stellarune around June 2022. Since then we had been documenting our process including collaborators, features development and future plans
Prototyping
We started prototyping stellarune around June 2022 at the NYU Game Center. Initially we started prototyping the project with pen and paper, We then started using our bodies on the grid to play around as if we were the players and enemies. We learned a lot about whether it was worth digitizing the prototype through this process. Also it was quite good fun!
After our paper prototyping process, we started to initially block out how these behaviors would function in unreal engine blueprints to get an idea on whether the fun parts of the paper prototype would translate well to digital platforms (it did!) We then started initially adding in basic spells and enemies.
Continued Development
As we continued to develop, I primarily focused my attention on developing unique attack and builds as well as enemy designs and made them all feel unique with their own behaviors.
Enemy Design
Action Design Planning and UI Development
Exhibitions
Our development was heavily reliant on finding a solid group of playtesters and was invested in our development
Our playtesters that we met at exhibitions helped us :
Apprasing the feasability of our game
Forging community relationships
Grasping market Responses.
Extra Links