Game Summary

Space Raider is a 2D isometric dungeon crawler set in the Aquila galaxy. You play as Isiah and run contracts from a hub ship into procedurally generated dungeon ships.

Hub world screenshot

Important Highlights

Feature Set

Seeded dungeon runs, dynamic quests, high score chase, and multi-weapon combat.

Combat encounter in a dungeon room

LLM Features

Local inference powers NPC dialogue, generates quest lore that fits the current mission context, and produces room insight text that reacts to the player’s situation.

NPC chat interface screenshot
Quest lore generation screenshot
Room insight text screenshot

Player Features

Character customisation, stat upgrades, weapon upgrades, and fast loadout switching.

NPC Roles

Gunther

Personality: Greedy.

Utility: Black market weapons and offensive progression support.

Portrait of Gunther
Cassandra

Personality: Passionate.

Utility: Character customisation and style identity choices.

Portrait of Cassandra
Arnold

Personality: Professional.

Utility: Armory and weapon/loadout management support.

Portrait of Arnold
Petra

Personality: Friendly.

Utility: Med-bay support and survivability-focused progression.

Portrait of Petra

Quest Loop

Kill and fetch contracts selected from the job board with reward payout on completion.

Quest board screenshot

World Layout

Hub World (Stellaris 7) for prep and progression, Dungeon for combat rooms and floor traversal.

Procedurally generated dungeon screenshot

Technical Design Summary

Game Section

Goals and Technical Requirements

Playable loop, procedural progression, reliable collisions, and NPC interaction.

In Scope Goals

Combat systems, loadout/upgrade flow, quest board, HUD/menu, and core generation pipeline.

Architectural Style and Rationale

Central Game orchestrator with explicit ownership and subsystem integration.

Major Subsystem Overview

Input/player, enemy AI/combat, collisions, quests/economy, and room-floor-dungeon flow.

Room Generation Pipeline

RoomPlan blueprint to RoomInstance runtime, with deterministic floors based on seeded graphs.

LLM Technical Summary

Goals and Constraints

Minimal game-friendly API, safe lifetime handling, and easy CMake integration.

Architecture Overview

LLMWrapper over llama.cpp with async service/job orchestration at game level.

Public API

LoadModel, UnloadModel, Generate.

Subsystems and Why They Exist

Backend init-once, RAII resource management, prompt/token pipeline, sampling, and detokenization.

About Me

Portrait of the author

A Game Designer born and raised in the heart of Lagos, Nigeria. I have been a passionate gamer since the tender age of 5 and a passionate Game Designer since I discovered it was a viable career path in 2019. I am inspired by games like Lies of P for its finely tuned combat mechanics, Hollow Knight for its excellence in level design and sense of discovery and The Outer Worlds for its deep characters and immersive RPG mechanics.

Currently I'm studying Computer Games Development at South Eastern Technological University - Carlow where I'm learning more technical tools of the trade while still self teaching myself more of the intricacies of game design through books written by reputable game designers and YouTube retrospectives on successful and unsuccessful games to learn what works, what doesn't and why.

Growing up, I was shaped by a lot of the games I played. Friendly competition with games like FIFA, pushing through adversity with games like Dark Souls, the thrill of exploration with games like Road Trip Adventure. Developers from my childhood had such a massive impact on my life and overall development. That's why I make games. To craft memorable and impactful experiences for gamers, just like developers before did for me. For Players, By a Player.