Devlog #1
Wizard Wars is a game about 1-2 months in the making. The original idea for the game was to have the fast-paced combat of games like Doom and Quake in a fantasy setting similar to Legend of Zelda. I got started on the first iteration of the game, and the farther I got into it, the less fun it was to play:
- Player movement was extremely limited, as you could not jump and you went extremely slow
- The level design was boring, due to limited movement
- And the weapons and enemies were not very diverse.
Here are some screenshots from the original iteration:
I ended up scrapping that version and decided to completely re-make the game from scratch, but using most of the art I already had from the first iteration. Here's some improvements I made in the second iteration:
- More freedom in player movement. The player can now jump and move quickly.
- 5 different weapons, which are:
- Sword: A basic melee weapon with little damage
- Training Wand: A ranged weapon that throws small green fireballs. It does the same amount of damage as the sword, but is more versatile.
- Staff of Ice: A ranged weapon that rapidly shoots ice particles. Does a significant amount of damage.
- Staff of Fire: A ranged weapon that shoots a wave of fire. Does significant damage as well.
- Vanquisher: A ranged weapon that throws out green skulls. Does the most damage
- More realistic terrain, using the Heightmap Terrain Asset found in Godot's asset store. In the first iteration, I used a gridmap for everything, but in the second version I used a gridmap only for buildings.
- Open-world level design, the player can choose which levels to complete and when.
- More comprehensive lore, explained in this document. (NOTE: Not everything in this document will be added to the final game)
Here are some screenshots for the current iteration I'm working on: