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Wizardy Dungeon What I learned.

A topic by SilverFoxzzzz created Nov 03, 2020 Views: 148
Viewing posts 1 to 1

Hi,

I spent the month of October making a game in my spare time that I named Wizardy Dungeon. It is a small rogulike game where you can play as a few different wizards to go through the dungeon and beat the bosses and complete the game.

What I learned:

- Level Generation.

- Projectile Status Effects.

- Persistent Player Stats.

- Health Managers.

- Scriptable Objects.

- Small bit of Pixel Art.

- Enemy/Boss Behavior


What I struggled with:

- Pixel Art - I'm not an artist so the art that I did for my game consist of the player sprites, item pickups and tileset. I got some inspiration from drawing on paper and then spending a long time to try and turn those into pixel art sprites. I had my friend do the enemies for me as he is a better artist.

- Projectile Status Effects - I had never done status effects before and I struggled with it but ended up finding some great reddit threads that helped me along with it. I did not quite get it where I would like and I will probably move more towards scriptable Objects with them in the future because I wanted more variety in what my projectiles did with movement and effects but I didn't accomplish that this time.

- Enemy/Boss Behavior -  I didn't know what would be best to do for this so I settled for using enums and a switch statement. I like how it turned out but I feel like I can do a better job using scriptable objects. By this I mean creating scriptable objects that have specific behavior like firing a projectile or moving towards the player and then just having to plug those into a variable and have that behavior be called by the enemy script so I can create a variety of enemy's easier. OR in the boss' instance have a list of behaviors and call them every 5 seconds or something so it looks like the boss is moving through different behaviors.