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Heal!

A topic by awaveringspeck created Jul 02, 2022 Views: 555 Replies: 16
Viewing posts 1 to 13
Submitted (6 edits) (+4)

---------------------------------------------------------Day 1---------------------------------------------------

Unable to cope with the hordes of bug-like enemies continuously besieging your party, you - the healer in your small adventuring group - get separated from your blood-hungry companions and become lost in the vast caverns of the dungeon. Now, you must find your friends, convince them to leave, and escape, all with the only skill you have at your disposal: Heal!


So starts the journey. I'm going this one alone, and probably will continue to do so for a couple jams, at least until I've proven to myself that I can follow through with my limited knowledge. So far so good: I did the opposite of my plan and used my first few hours downloading asset packs from the Unity Asset Store and compiling a title screen instead of working on important things like a character/game controller, AI for both the enemies and your allies, either building or figuring out how to rogue-like the rooms of this dungeon.



Well, we'll get there.

Either way, it's good to get started, and I'm happy to be doing this in conjunction with so many others. I'm looking forward to seeing all of your games, and I'm excited for you to see mine!

Host(+1)

Haha research and gathering assets is an important part of dev!! It sounds like a really good use of time honestly, even if you're just making screens. Love this concept, I'm excited to see how it'll turn out. Best of luck with the jam!!

Submitted (1 edit) (+1)

I just realized that somehow I  was designing the whole game inside the canvas. As in all object placements and backgrounds and everything I was blowing up to fit inside the canvas. I was wondering why I had to make everything so big.

Thankfully, all I have is a few objects, two scenes, and some basic room stuff, so it's not too terrible to start over, though frustrating. This could have been a huge mistake if I caught it later.

Let's hope I make most of my mistakes in the here and now, and not later.

(+1)

I really like rogue-likes, excited to see what you make!

(+1)

I like the idea you have, and good thing you caught that early, good luck

Submitted (1 edit) (+1)

------------------------------------------------Day2-----------------------------------------

I spent most of the rest of my day Saturday cleaning up from my canvas mistake, and didn't get around to character movement and abilities until yesterday. Of course, a good portion of my time was still spent on UI elements, but I argue that they're necessary for the experience? You can't tell what's happening without health bars.

Below, you can see most of the product of my labor until now. Your healer has 3 abilities: an aoe heal, a targeted heal (not yet implemented), and a shield. On the left hand side of the screen, there're some very basic cooldown timers, and as the healer runs around you can see him popping abilities--a green circle which will heal anything (though maybe an easy mode where it only heals allies?), and a blue cylinder which acts as a shield (via a wider collider). The targeted heal will also count down, but it doesn't do anything.

Heal Early Abilities

AOE heal and shield abilities

In addition to these abilities, these are the basic models I'm working with at the moment. The detective is your tank, and the astronaut is your mage. I'll probably try to find better models at some point, but who knows if that will be by the end of the jam.

Though there's nothing much going on here, I'm happy to say that just running back and forth, trying to heal both your allies (and the rock tower) at the same time is weirdly fun. I spent maybe half an hour at the end of the night just playing around with it. It's quicker in game than in this .gif.

I'm hoping I can get your allies walking around a bit tomorrow, and maybe even a small version of an AI engine (probably something simple, autonomous movement or an FSM--it might actually end up being GOAP?) so it becomes even more challenging. We'll see how much time I spend on that and how much time I spend on screen transitions. All the buttons work. I love buttons.

My plan at this point is that every ally gets three abilities: the tank will have an aoe taunt which raises his armor and grants enmity, a long range taunt which gives a lot of enmity, and a simple attack to one enemy. The mage will have an aoe attack (which damages everyone but him), a single target long range attack (which does a lot of damage), and a "potion drink" (which does triple duty of mild healing, increasing armor, and lowering enmity). These, of course, are npc abilities, so the player will probably only see the effects.

I'm also thinking of giving the healer a very weak attack, which will do a little damage to the small bugs, but nothing to the big ones. He's got something sort of like that now, but that's just because I need a way to damage allies so I  can make sure all my features are working. (Your allies disappear when their health goes to 0.)

The mage will also run away if his health gets too low. Not out of the room (though that might be cool), but also not doing damage. Your allies will follow you, but only if everything is dead.

The bugs will just run at you. They do damage when they run into you, and they have an enmity meter, so they'll attack whoever is at the top of it (healing also gains enmity, not just taunts and damage). I'm not too nervous about that AI. Your allies, though...

The other stuff is more my comfort zone: the tank and mage will give little speeches when you find them, which change if you already have the other one. In addition, I'd love to add little lines requesting healing or yelling about the battle. Also, I think I can get some simple voice acting done. It might be hard to believe, but doing game jams is my way of building a game writing portfolio, even though I haven't done a lot of writing yet.

This version of the game will just be one dungeon level, maybe 6 or 7 rooms? Of course, I'd like it to be more, with several levels. I plan on working on this until its "finished," whatever that means, and hopefully I can upgrade the visuals in that time as well. The assets are fine as they are--this doesn't need to be amazing--but the timers are pretty jank, and there are no animations. I think that might be beyond  the scope of the jam, at least for me, but I would like to do something about that at some point.

Either way, I'm happy with where I am so far, and excited for wherever this goes. Thank you everyone for taking this journey with me!

(+1)

Looking good so far. I had an idea what if when your allies had low health, they stop fighting and run towards you. Or maybe make it harder and they flee to another room! 

Submitted

oh, that’s great! That sounds like a great way to lower/raise the difficulty

Submitted(+1)

this is really cool! such a fun idea, and I can really see it coming together already! good luck as you continue on :)

(+1)

Really nice idea. Are you considering adding music? I don't know if my style would fit the feel you're going for (if you want retro or 8 bit, I'm not your guy haha), but you can check out my demo reel and we can chat about collaborating!

Submitted (1 edit)

I’m so sorry, I finally got back to the devlog after a couple days. Your music is stunning! I don’t know that my little clunker would live up to your standards, but I’m definitely willing to chat!

(+1)

Let's chat! I've taken on a few new projects, but I'm willing to take a look. Email me or discord (Between the Rains Music#9069) with pics/video of the gameplay and a little of your vision for what you'd like in music.

Submitted

——————————-Day 5? Really?————————

After 2 days of professional and social obligation, I finally got back to this this evening. And by that I mean I spent 4 hours coding and checked none of it, hence the absence of a neat little progress gif. I promise I’ll post one tomorrow.

So far, I have most of the ally ai coded (though who knows if any of it works), including a hilarious little wander script that just has my boys wander ‘round the screen if you stand around too long.

Still need to put together a targeting system, and enemy ai, which shouldn’t take much. I have a VERY simple enmity system that I need to structure, then comes the bug spawner, then multiple rooms (roguelike?), then finally ally dialogue. Animations at some point. Oh, but I did do the scene transitions, as expected. Still a ways to go, but feeling good. 

Host(+1)

This is so awesome! I really love watching this just go in the gif. Really love seeing the progress on this!

Submitted(+2)

--------------------------------Day Too Many-------------------------------

I don't know if y'all were aware, but doing this by yourself is hard. It takes a long time.

Not to complain. As they say about languages, immersion is the best teacher. And to be quite honest, I'm pretty impressed with myself. I'm moving more easily through a lot of the coding stuff than I thought I would. I learned Unity through their Unity Learn program, and like a lot of the feedback I saw, a lot of it didn't sink in, and I've spent several months struggling to recall many simple things, getting fractionally through projects before deciding I needed to work on something "simpler" in order to figure out how to execute a certain mechanic.

But with this--and maybe it's the deadline looming--I've found that I'm working through problems instead of just immediately going to tutorials or stack overflow to fix my problems for me, and I am more often than not successful. For example: I programmed the entirety of the AI for my game without referencing any AI projects I'd put together before or tutorials online. None of it works, but I'm confident in the overall structure, and know that, with a bit of poking around and research, I can probably fix it up fine. It's not any of the fancy systems I referenced in an earlier post (FSM, GOAP, whatever), but it's AI. (Eventually, outside of the scope of the jam, I'd like to take this and make Behavior Trees out of it. It seems the most useful overall.)

Speaking of structure (and I was), outside of all this coding, it took me until yesterday or the day before to actually put together the structure of my game: all the rooms, what the player is supposed to do to beat it. It seems pretty late in the process to do that, but as a writer I've always been a "let the story tell itself" kind of guy, and I will say that, with as many of the pieces in place as I had, putting the game structure together has been pretty simple.

Okay, the good news and the bad news.

Bad news first: I'm not sure I'm going to get the AI and abilities totally working by the end of the jam. I'm disappointed that y'all (and thus possibly no one ever) will get to see this baby in complete action. I'm not saying it's going to be glorious, but I'd like people to see it in its final form.

The good news: I will have the "story" down, dialogue, game structure, exposition, et al. You'll wake up at the beginning, be able to go and find your allies hear them out, and exit the dungeon at the end. There's even some very very light puzzles to solve, which of course would be enhanced by enemy involvement.

Either way, I'm going to finish this game, even if it's after the deadline. It has already taught me a lot, and will have been a worthwhile experience. Thank you everyone for your help and kind words.

Maybe I'll drop a short dungeon tour here later.

Submitted (1 edit)

------------Final Day of the Jam-----------

Okay, y'all. I got everything done I said I would in the last post. It's janky as heck, but it is currently a self-contained game.

In the coming weeks, I plan to implement all the Ally and Enemy AI, tweak and polish everything that's present here, and hopefully put together a little boss fight at the end. I'll keep y'all posted as those features are added.

I've linked it below. Check it out if you get the time, and thank you so much to everyone for your input and community.

Good job everybody!

Heal: A Healer's Journey

Heal: A Healer's Journey
Submitted

I'd give this a post-mortem, but it's not finished! Check out progress here!


Thanks so much for everyone's input!