
The Gold Eaters
The Idea
Basically i create a rogue-like where you play a monster. All start for the simple joke/question : why monsters keep gold coins if they do nothing : because they eat them.
So the game became a race to grab gold coins before humans, and other monster.
Objectives
- Make a 2D game
- Create Sprites
- Create randomly generated level
- Create IA controlled monsters
- Add a real progression with even a tutorial

What went good
- I have finished the game, and that’s good.
- I add visual effect : bloom, blur ad chromatic distortion
- I worked mainly on dummy asset and add graphics slowly. It allow me create a better code, and to avoid my usual issue taking too much time on graphics
The IA system worked but the settings is not perfect to create most of the interaction : human and monsters have condition, objectives, and could really surprise the player. Its a basic FSM, badly implemented but it worked.
- I create the main theme alone with Ableton Live

What went wrong
- No game over.
- A downscale of definition between unity and the webplayer
- No effects or indication when you hit somedbody else (make fight unreadable)
- I’m still bad with UI, and it lack of some button.
- The speed of the NPC is bdaly implemented, as all the travelling system is chaotic.
- It lack of a longer objective.
- The animation of the knight is on 2 frame, and it’s ugly
- I removed a chest system who should have been the main source of gold coins
- the hitbox size is too variable
- the exit door can’t be enter, you only touch them

Improvements
- Add a path finding system
- Remove diagonale movement and let the player move along a grid
- Memorize the room and create connection between them
- Create more source of gold
- Improve the fighting system
- Add other monsters and others heroes.

Conclusion
Third LD not my most innovative idea but i tried to avoid my old issues, and i was pretty proud of myself, it took 20h to reach that based on technics from the 2DRogue-Like tutorial of Unity, but i made so huge modification that it became quite a mess in the code.
I still like this idea of reverse rogue-like, with the what do monsters when heroes are not there, and what are they doing with all that loot.
Maybe a good idea for a bigger game…