OFF

LD33

Post-Mortem : The Gold Eaters

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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

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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

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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

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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.

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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…

 

 

Comments

berkano
28. Aug 2015 · 23:06 UTC
Great analysis of what you did! I also tried a reverse-rogue-like. So nice stuff.