Temporalis Terrain Prototype

Released on itch.io

Temporalis

Gameplay Engineer ยท Unity, C#

Temporalis is a first-person survival game where the player is stranded on a strange island and needs to compose their own magical spells out of components they find through exploration. Spell components can also be crafted by combining various ingredients found throughout the world inside a cauldron.

What I built

Spell Composition Architecture

I designed the UI and internal systems behind the spell composition system. It was difficult to create a composition based system to allow all spell components to work with each other, but it was done. In the UI systems, I designed a validation system to ensure the user's spell is in a valid order.

Inventory System

I designed a simple inventory system that supports item pickup, item drop, stacking, and organization similar to the inventory in Minecraft. Each item definition owns its own stacking rules such as max stack size, whether or not it can stack, etc.

Spell Casting

I designed the systems used to cast spells at the cost of mana, and the system that applies the affect of each component in the spell. This includes filling a cauldron with water, etc.

Player Stats

I implemented the player health, mana, and hunger systems so that health restores over time while hunger is full, mana regenerates over time, and hunger depletes as the player moves.

Survival

Survive on a strange island by fighting enemies and scavenging the local resources.

Spell Composition

Compose your own spells to help you fight off enemies in your own way.

How it was built

My teammate and I conceptualized Temporalis early on in the Fall 2025 semester for our Game Development course at Cal Poly Pomona. This project served as the semester-long project to be submitted as the course's final exam. I wanted to make something based on spell composition from the Minecraft mod Ars Nouveau, while my teammate wanted to make something exploration based. Our original scope for the game was much larger than what was submitted, since the systems we had planned for took much longer to implement than expected.

The hard parts

Scope

The final scope was cut significantly from the original plan.

Architecture

Since it was my first time working with composition over inheritance, it was difficult coming up with the base architecture for spell composing.

Tech stack

  • Unity

    The game engine.

  • Blender

    3D assets on the island.

  • Krita

    2D art.

  • GitHub

    Version control.