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WitchCraft

A topic by Kat Byers created Apr 13, 2020 Views: 349 Replies: 7
Viewing posts 1 to 8
(1 edit) (+2)

Hello! I'm a student at UT and for one of my classes we are creating prototypes inspired by a specific prompt. This week(s) prompt is "Crafting/Mining" so my group and I have decided to make a potion brewing game. Ideally, the player will wander around the forest in search of ingredients to create the ultimate "Crystal". Some ingredients will be more difficult to acquire than others, and may require the building (crafting) of additional tools in order to collect them. The player will be able to check which materials they have already acquired, as well as check which recipes that they are able to craft with the materials they have. Alongside this, the player will need to be go back to their cauldron in order to craft the "Crystal", but may be able to create additional tools away from the cauldron. Anything potion-esque would need to be crafted at the cauldron, but simple tools may be crafted on the spot.

So far, all we've done is create the project and brainstorm ideas, but we generally know what needs to be created in order for the game to function the way it's intended to. We've already begun work on the art assets, so the next step is to create the inventory/recipe/player scripts and the inventory/recipe UI for the player.

(+1)

Hi! I'm the artist for this prototype. Like Kat said, I've already been working a bit on art assets in a low-poly style. So far, I've created a cauldron, a few ingredients, and a podium with a book object floating above it where the player can check their recipes.

Looks like a fun idea maybe add puzzles that must be completed to get some ingredients and you can sacrifice premade potions to get the ingredients without solving the puzzle but you will have to remake the potion you used again or make the potions necessary to solve the puzzles anyways keep up the good work 🙂

Finished up all the potions and some of the ingredients

(1 edit)

So, there are going to be 5 different types of potion within WitchCraft: Fire, Earth, Water, Air, and Crystal! Each have their own different effects when used by the player (Water puts out fires, fire melts things, crystal gets you investigated by the DEA lets you win the game, etc.), and I look forward to any players figuring out how to brew and use them.

I just finished up work on the procedural generation of the resources for players to collect (so that they can craft other potions along the way to get the items needed to craft the Crystal potion). Currently the items spawn in a very specific area of the map that can be adjusted, so we can have different resources spawn in different areas of the map. I.e., an area with a lot of fire would have more ingredients to craft the fire potion than the rest of the map, and some generic resources like sticks and the like will spawn all over the map. I also did a little work on the UI that I will try to expand on and polish in the next few days. Sorry we haven't updated this as much as we should!! We're nearing the end of the prototype, so what's left is minor polish and a few mechanics that shouldn't be too difficult to implement.

Just added the final touches - polishing UI and making it look nice, having separate popups for when the player can craft versus when they cannot, and some win conditions. I worked a little bit on making the right potions spawn with the right potion, but that would require more work than i currently have time to handle. So technically, as long as you have crafted the correct potion at some point, you can get past the obstacles. This is a prototype, so if we continued to develop it, I would definitely fix this issue, and make sure the potions are single use as well as interacting with the world correctly. The way we have the using potions would need to be reworked a little more in order to accomplish this goal, and while it wouldn't be a hard task it's just one I cannot do right now. I also implemented all the procedural generation of resources, so everything can spawn in scene and be collected to make the potions.

I have added the functionality to be able to throw potion bottles at the barriers for the higher priority resources. After that I added in the ability to craft potions needed to get past barriers. To simplify things, the only projectile prefab that it getting thrown is a single potion prefab, but once you have crafted any potion, then just simply hitting its respective barrier will free the path to the resource. I also implemented a win condition to where if the player crafts the crystal potion, then a panel will come up saying you've won.