Project: Relic
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projectrelics.bsky.social
Project: Relic
@projectrelics.bsky.social
Solo dev working on low-poly tactical dungeon-crawling JRPG, title TBD⚔️ inspired by 90's anime and JRPGs. In pre-production. 📩 projectrelich@gmail.com.
I’m thrilled with this first generator + debugger - it already feels like a strong base for the game loop. Now I can tune parameters to polish the feel, and finally start building toward a full prototype run. Couldn’t be happier! 🎉
August 22, 2025 at 1:00 AM
Eventually, I’ll support many different dungeon types + biomes with their own room and layout type parameters. Each biome is defined by elemental combos rolled during exploration - and I already have dozens of them planned!
August 22, 2025 at 1:00 AM
From here I’ll add generation layers: graphics, room types, room objects, walls, then interactables and creatures. Each step will add its own parameters to shape different dungeon feels.
August 22, 2025 at 1:00 AM
Once walls are added, exploration will feel much more compact and room-focused. That’s when the layouts really come alive - turning the current open grids into proper explorable dungeons.
August 22, 2025 at 1:00 AM
Right now, it generates floor tiles and debug colors to mark floor, walls, doors, and corridors. The layouts feel snappy and varied, but still a bit large to traverse since true walls aren’t in place yet. For testing, I can press R to instantly regenerate a new layout - handy! 🎥
August 22, 2025 at 1:00 AM
The generator works in a cascading way: central areas have more “gravity" for spawning new rooms, keeping characters closer together during exploration. Offshoot corridors can still appear, but at a lower chance. This allows characters split to different areas, but still connect.
August 22, 2025 at 1:00 AM
From there I built a generator where I can easily tweak:
• entire floor size and its variance
• % chances for different room types/sizes
• wildcards for variety
It spawns normal rooms & corridors between them -already flexible enough to test tons of dungeon “feels.”
August 22, 2025 at 1:00 AM
I began by calculating the optimal session length for a run, then shaped the design around it: room sizes, movement, number of floors per dungeon dive, and squad size (up to 5 members, for example.). The goal: keep the experience tight, varied and replayable, and well-paced.
August 22, 2025 at 1:00 AM
🧩 Next, I’ll expand the prototype level scale and test interactable elements - treasures, contraptions, and creatures. This will also inform what room scales work with character movement and the objects, helping me tune better parameters for the procedural generator later.
August 19, 2025 at 10:14 PM
🌫️ First steps on fog of war! Rooms show their outlines as you enter a floor, but objects & enemies stay hidden until you actually explore a room or they enter your squad’s line of sight. Right now it’s just a test with a single barrel, but later it’ll reveal entire rooms at once.
August 19, 2025 at 10:14 PM
📏 I’ve been testing level scale for exploration.
Levels are built from grids for procedural generation, but once you’re in control of squad member, the movement is free-form. Stamina-based movement adds freedom & flexibility on top of turn-based actions.
August 19, 2025 at 10:14 PM
⚠️ I added respawning after falling off edges. This lets me design pits and risky jumps in the dungeon.
Agile characters might reach tricky platforms, while slower classes (like wizards) may struggle. Not every corridor will have pits – this level is just for testing.
August 19, 2025 at 10:14 PM
🧱 I set up temporary wall assets that turn invisible when obstructing the camera. The script also hides neighboring tiles so it doesn’t look glitchy.
This way procedural generation can use smaller, more varied wall pieces – while keeping the faithful PS1-era dungeon look.
August 19, 2025 at 10:14 PM
As the core cam feel & basic controls are in place, I’ll focus on:
📏 Level dimensions & walls
🕹️ Camera interaction with the level
🌌 Ceiling style (PS1-style background or black space)

The goal: nail down the dungeon movement/space before adding squad systems, interactions & procedural generation.
August 18, 2025 at 8:15 PM
Unity wasn’t making it easy at first… 😅 It kept crashing every 5 minutes. Turns out it was a GPU issue - updating my Nvidia drivers fixed it. (Important lesson: always keep drivers up to date!)
August 18, 2025 at 8:15 PM
I also tried implementing character swapping - since you’ll control each squad member on a turn basis (inspired by Valkyria Chronicles).

This is still early, but already fun to test! ⚔️
August 18, 2025 at 8:15 PM
I started with Unity templates + Cinemachine to prototype third-person squad control.

After a few hours of tinkering, I landed on an orbital camera setup that feels right for the scheme - close to what I want for the final dungeon dives when controlling a single character's turn.
August 18, 2025 at 8:15 PM
A big part of the game is dungeon crawling with a squad, so I’m starting there. Getting the dungeon “feel” right early will help inform:
🕹️ Controls
🎥 Camera behavior
🏰 Level design choices
August 18, 2025 at 8:15 PM
If games like Azure Dreams or Valkyria Chronicles inspire you, and you’re curious about any part of the production journey, I’d love to connect!

I’m excited to share my progress - and I look forward to sharing this adventure with you!✨
August 18, 2025 at 8:10 PM
My goal: to release the game in 5 years. Currently I can work it on my limited free time, but the project may pick some pace later on.

In the meantime, I’ll share:
✅ Prototypes & experiments
✅ Dev challenges & solutions
✅ Bits of story & world flavor
August 18, 2025 at 8:10 PM
Currently working solo, may expand the team later.

My background: (mostly hobby, a bit pro, some overlap)
🎨5yrs~ level design & art direction
🎲5yrs~ game design
📖7yrs~ story & scenario
🎵15yrs~ audio

Unity, code & 3D asset production are new for me - this will be a journey!
August 18, 2025 at 8:10 PM
I'm in early pre-production, prototyping gameplay systems in Unity and exploring low-poly 3D art direction. (On free time.) I have plenty of GDD ready.

I’ll be sharing progress on:
🕹️ Gameplay systems & design
🎨 Visual + audio direction
🏰 Town & world-building ideas
⚔️ Dev challenges & Tool Workflow
August 18, 2025 at 8:10 PM