Unable to cope with the hordes of bug-like enemies continuously besieging your party, you - the healer in your small adventuring group - flee from battle and become lost in the vast caverns of the dungeon. Now, you must find your friends, earn their forgiveness, and escape, all with the only skill you have at your disposal: Heal!
This game started as part of My First Game Jam 2022. If you'd like to see the early progress, check it out here.
If you'd like to see the currect version of the game, you can check it out here.
----------------Progress Update-------------------
I've spent the last week since the Jam ended resting and implementing a basic Behavior Tree, and have been going through Sebastion Lague's A* Pathfinding course on Youtube (which, as you might notice, is not for 2D games) to try and work out some pathfinding issues (i.e. there was no pathfinding). All in all it's been going well. There have been some hiccups; reworking his code to try and fit Unity2D has been a challenge. As a result, it works, but is maybe not perfect. He does have a 2D version, but I don't think it's complete through all 10 episodes.
For the moment, it's working well enough.
Once that's done, I'll add it to the behavior tree, and then begin working on transferring the battle AI (which also doesn't work in its current state) into the behavior tree. I think the structure of the behavior tree will show me the more obvious approach here, as a lot of what was just trial and error becomes at least somewhat more legible in such a structured approach.
As for implementation of the boss, I will probably just use the behavior tree since I have it, though it seems like overkill. I was going to put together a separate Finite State Machine in order run just that, but that also seems like overkill. I might do it just to play with it, though. This is my first actual follow-through on a video game since I started using Unity, so I figure I might as well try everything. For half a second, I was thinking about putting together a GOAP system as well (because for some reason I really like that system), but then I feel like I'm overcomplicating things and possibly getting in trouble because of it. I mean, the game's tiny, but some of this A* star stuff has got it chugging a bit (Sebastion's about to help me with that, though).
I know a lot of people treat Devlogs as more Updates, as in "these are the features we've implemented, and this is how long you have to wait for the next bit," but I don't know that I'm quite there yet. I will say that, though I haven't messed much animation yet, implementation of the behavior tree and pathfinding is a significant jump in progress, so, considering I'll be out of town next week, I'm pretty sure I'm looking at getting the non-boss version out mid-to-late August. Boss version could take a while. I will again be out of town at the end of August, and there's another Jam starting that I'll involved in: "RPG Horror Celebration Jam #3," starting on September 1 and lasting through October, and I'll probably use all of that time, but I imagine I'll be able to implement a boss fight in amongst it. Let's say we're looking at late September to October for a "final" version of the game.
So.
Full game minus boss: Late August
Finished game: >= Mid-September
I appreciate all the support throughout this process, and am looking forward to the completion of this and the pursuit of many others here in this community.