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Holy Duck!

A topic by hacked.design created Mar 01, 2020 Views: 307 Replies: 10
Viewing posts 1 to 10

The evil Goose Lee has taken off with the Golden Loaf and your lady duck Suzie Quacktro! Now you, Duck Norris, are on a hunt to defeat him and his evil henchmen, recover the golden loaf, save your lady, and maybe rescue a few chicks along the way. 

This is my first 7DRL jam. Originally I had a more conventional theme in mind (something Thief like), but as I was perusing some of the assets I had purchased for my main project (a 2D top down realtime roguelite), I saw the duck sprite and knew I had the perfect protagonist. The jokes just kept flowing after that...

This is the progress after day 2.








Using preexisting/purchased assets is probably going to cost me some points, but it's too cute not to go down this path.

I hunted down some appropriate free fonts to use before the jam started, wrote down a bunch of ideas, and then waited impatiently for it to start. So far, the following has been completed:

  • Game Loop & Turn Based gameplay (realtime is so much easier...), including "Move" action
  • Main Menu & Credits Screen
  • Random level generation - I got a pretty decent jump start seeing as my other project also uses a similar style of random level generation, but this fills the entire map with random areas instead of generating a set of linked dungeon rooms, which was different enough to cause me all sorts of hair pulling moments. Creating corner tile variations is probably going to drive me insane though.
  • Animated water tiles (really thought this was going to be harder than it was)
  • Water/Ground detection
  • Early inventory & UI
  • Early hunger mechanic (a duck's gotta eat)
  • Early item pickup

Scope wise, with 5ish days to go, it's... ambitious to think I'll finish all my ideas, but I'm having fun. And it's already showing me some better way to do some things in my main project.

Why did my game's framerate drop from 600+fps to 30fps... Spends the next hour or so turning off all the colliders because I'm thinking it's because I've created too many at once. Finds out, I'd left the deep profiler recording, and Unity really doesn't like showing all 50,000+ animated sprites in the Scene window at once. *sigh* goes back and turns on all that collider code again. And I could have just done it in the prefab. Need more sleep...

So today wasn't as productive as I'd hoped. I was hoping to start to more of the enemy logic, but it wasn't to be.



  • But today:
  • Fixed tile collider issues, so characters can tell that they're on water or land
  • Lots more corner variations
  • Item & NPC spawning
  • Turn counter
  • Action console
  • Starvation game over screen & mechanics
  • More item types defined and created
  • Enemy sprites defined and setup
  • Lots of refactoring of stuff

Early combat. Sure, sometimes enemies like to occupy the same space as the main character, and each other, but success!


Struggled a bit with a few issues today, in particular trying to rope the Unity 2D physics system into what I needed it to do, but this is what was completed:

  • Basic enemy movement & attacks, including limiting movement for enemies based on tile type.
  • Item & Character spawning updates
  • 3 difficulty levels & difficulty screen
  • Even more corner variations
  • More interactions

I am reminded regularly that doing things right the first time is the fastest way in the end.

(1 edit)

Not as much interesting to report today. I spent a lot of the time wiring up the mini and final bosses.

  • Today was even more corner variations + a new area edge type
  • Wiring up bosses + a new mini boss
  • Start shop UI




Tomorrow is on to enemy behaviour and different attack times, so that should make things more interesting. Off the top of my head, scope remaining is:

  • Finish shop purchasing
  • Enemy & boss behaviour
  • Story cutscenes
  • Even more corner variations
  • Environment props
  • Polish

Scope is tight at this stage.

So completed today:

  • Intro story cutscene complete
  • Some mini boss logic
  • Another player action added (Quack!)
  • Cleanup of area corner tiles (still heaps more to cleanup)
  • Some prop variations & polish

With tomorrow effectively my last full day, the following remains:

  • Mini boss logic (add more variation)
  • Final boss logic & end scene
  • Cleanup & Polish
  • Input cleanup (e.g. allow number buttons to also buy things in the shop
  • Setup the itch page
  • Anything else I can cram in
  • Probably should do some game testing.

Oh, and there's a howto screen now.


So I have a game that works end to end! At least I hope it does. I could submit it as is, as jam worthy. So hooray for that. Now to do as much else as I can before the end of the evening. Step one, fix it so starting a new game resets state properly!

Nice! Keep polishing!

https://hackeddesign.itch.io/holy-duck

All submitted.

So scope wise, I think I completed maybe 60% of the ideas I had in mind. It's complete & playable, but it doesn't have everything I planned from the beginning.

This scope didn't make it:

- Mini boss variation (probably the biggest scope lost)

- Attacks based on whether you're on ground or water

- Humans you could quack at that would drop bread to eat

- Buffs & debuffs & stuns (the magic mushrooms were going to be for this originally).


Also, it's held together by duck tape and match sticks.