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Roudebt
A Third Person Roguelike Gambling Game

You're addiction has gotten the better of you... Now, you're in debt. Pay back what you owe or pay with your life!

NOTE: This is just a quick showcase video, not an actual trailer!

Animation

  • Rigged the characters in the game

  • Animated the characters in the game

  • Imported all animations and tested them out

  • Created Animation Blueprints for the characters that responds to their respective events

Graphics

  • Created 3D models of everything in the game, including the characters

  • Created textures for all assets in the game

  • UV-mapped all meshes in the game to fit the various textures and materials

During April 2025, I began working on this game because I wanted to try to create a Roguelike game. I drew a lot of inspiration from the game CloverPit, but I wanted to create something that relies more on chance rather than the player relying on an overpowered build.

Right after the release of PaperKlay, I spent all my time developing this game to what it is today, which is a tremendous transformation from what it used to be. The vision for the game was a lot more simplified from the start; one bet per spin with less modifier cards and faster deadlines. After receiving feedback from play testers, I reworked the game completely to the point where three bets can be placed, balanced deadlines and many more modifier cards that affects the game play.

When I began my journey, I had thoughts about developing this game together with people, but I steered away from that idea because I thought it would be a great learning experience to do it all by myself. Currently, I have dipped my toes in Game Design, Techincal Design, Technical Art, Graphics, 3D Art, Rigging, Animation, Scripting and Sound Design. I feel like it was the right choice to do it all on my own because I have learned a crazy amount of new stuff!

Currently, I don't have a playable demo out since the game is still very early in development and I have no planned release date due to the fact that the current state of game is not nearly in a state where I want it to be.

CONTRIBUTION

Game design

  • Added different modifiers that affects the game play

  • Created a betting system that feels good when placing a bet

  • Added a physics system for the ball that elevates the feeling of an actual roulette wheel

  • Added a randomized card system that gives the player a sense of difficulty when working towards a player hand

Technical design

  • Developed a functional roulette table that responds correctly where the roulette ball lands

  • Developed a functinal betting system that responds correctly according to winning/losing bets
  • Developed a card system that adds multipliers to the winning bets and affects the roulette wheel
  • Developed a functional deadline system that must be met in order to progress in the game

GAME SHOWCASE

Early state of the Game

The idea for this game came from playing CloverPit and a simple question; can I make a Roguelike?

I thought of similar casino games that I haven't seen yet and what I thought could be a fun twist in the form of a Roguelike. At that moment, I figured roulette could be something cool and exciting.

I never intended for the idea to become more than a Game Design piece, but I had too much fun developing the mechanics. And so, I just continued developing!

Refining the Game Mechanics

After giving out early builds to close people, I began applying the feedback to the game. I also started implementing other features like the Zoltar machine that sells the modifier cards, some of the actual modifier cards that changes the gameplay and the cashier that keeps track of the deadlines. 

Setting a look for the Game

From the beginning, I wanted to implement vertex snapping, but this was later scapped due to my fear of the game becoming unreadable and noisy.

Instead, I only went for a crunchy and low resolution look to enhance the grimy and eerie feeling of where the player is trapped and forced to pay of their debt.

Animating the Characters

Considering the fact that I didn't want too many characters in this game, I decided to rig and animate the characters myself. The only characters that are rigged and animated are the cashier, which only consists of arms to make the overall process easier, and the Zoltar machineThe reasoning for not including full body characters is to save myself some time in the process and also because I never felt the need to create full body characters to convey what I wanted the player to experience.

Refining the Game Design

Coming this far in my progress, I decided to build the game in its current state and send it out to close friends and family for play testing. One of the most requested things was to make the game more "risky" in the sense of adding more penalties for the player. I decided to make two lists; a modifier card list for more cards with different attributes and a to do-list with things I need to either add, change or consider removing from the game.

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