Dungeon & Signal

A strategic auto-battle, team-building game

Period: July 3, 2022 → November 23, 2022
Tools & Language: Aseprite, C#, Unity
State: Done
Team: 4

Kyung Hee University 2022 SW Festival, Game Category — Grand Prize Winner

 


 

[1] Overview

  • Genre: Auto-battle, team-building, strategic simulation
  • Development Language: C#, Unity 2021.3.6f1
  • Development Period: 2022-01-17 to 2022-11-24
  • Platform: Android
  • Role: Planning, Development (characters, town systems)

 


 

[2] Video

 


 

[3] Planning

Dungeon & Signal is a game in which you fight increasingly stronger enemies and assemble powerful ally mercenaries into a team.

Each mercenary has a distinct personality type (MBTI). Depending on the personality relationships between mercenaries, team buffs/debuffs apply.

  • Overall team synergy based on all mercenaries’ MBTI
  • Battle team synergy for mercenaries actively participating in a fight
  • Additional effects triggered when mercenaries with certain relationships attack the same target enemy

Because the team’s personality composition has a direct impact on battle, carefully selecting your party is crucial.

Moreover, each fight consumes hunger and HP; you need different mercenary teams to keep pressing forward. Strategically organize and deploy your mercenaries to conquer every dungeon!

How to Play

  1. At the start, pick your initial mercenary and enter your name and MBTI, then choose where to move on the map.
  2. The map has three stages with progressively tougher enemies:
    • Skeleton CityCity of DeathAncient City
  3. Map Locations (5 types)

    Location Description
    Forest Regular enemies appear here.
    Cave Stronger enemies appear here.
    Event Various events occur, like purchasing equipment or healing allies. In Q&A events, stats change depending on your answers and MBTI.
    Town Contains a shop, inn, and guild.
    Shop: Purchase equipment with money.
    Inn: Pay money to restore hunger/HP of allies.
    Guild: Pay money to recruit new mercenaries.
    Boss Each stage ends with a boss area. You must clear it to proceed to the next stage.
  4. Equipment

You can purchase or obtain equipment through towns, battles, and events. You can also combine two items of the same rank to upgrade them, enhancing their effects.

 


 

[4] Battle Mechanics

When you enter a battle zone, the sequence is: Preparation → Battle → Results.

  1. Preparation Stage

    • You see the enemy units and strategically place your ally mercenaries.
    • Different MBTI combinations apply different team effects.
    • Each participating mercenary consumes 10 hunger.
  1. Battle Stage

    • Press the start button to begin combat.
    • Battles proceed automatically; each character uses a unique skill when its mana is full.
    • If mercenaries with certain MBTI relationships focus on the same enemy, a bonus attack or buff may trigger.
  1. Results Stage
    • The battle ends once all enemies are defeated or all your mercenaries fall.
    • If you defeat all enemies, you earn money based on which enemies were present.
    • If all allies are defeated, you must retry the area; if you have no more allies, the game ends.
    • HP lost in battle carries over to the next stage.

 


 

[5] Mercenary Relationships

Each mercenary’s MBTI is assigned at the start of the game. MBTI affects three main areas:

1. Team Relationship Rank

  • Each pair of mercenaries contributes team rank points based on the synergy table below.
  • Depending on the overall team rank, you get extra effects during combat:

2. Battle Team Effects

  • The specific mercenaries who participate in a battle have a Battle Team Buff based on their MBTI.

3. Battle Synergy

  • When two mercenaries with a certain good/bad relationship attack the same enemy, synergy effects occur.

 


 

[6] Technical Features

  1. Behavior Tree

    • Implemented a Behavior Tree system in Unity for efficient battle AI.
  1. Battle System

    • The battle map is divided into nodes, allowing for pathfinding, movement, and battle interactions.
  1. Procedural Map Generation

    • When starting a new game or progressing to the next stage, the map is generated procedurally according to the algorithm.
The system can be flexibly modified based on design requirements.
  1. Data Save & Load

    • Stores details like each ally’s HP, hunger, equipment, current cleared stage, current map layout, etc.
    • When you choose Continue, the saved data is loaded, and you can resume where you left off.
  2. Log System

    • Records in-battle events (e.g., skill usage, enemy kills) as a log during combat.