Week 7 - Reflection, Asset List
So, the game of Elemental Reign didn't really match up to the game concept in many areas.
It does meet the idea of a difficult, unending, uninterrupted horde mode. Flying and ground enemies attack the player in the game, on a 2D plane.
"Elemental Reign serves to introduce a game that just has a score, and an increasing difficulty."
The score is implemented, though the difficulty is locked. Objectives, as initially stated, are not in the game beyond kill enemies.
But it didn't meet the ability ideas, or the art ideas. Risk of Rain's art style is only really met in the enemies, in being pixelated and expressive. As for the background, player, or level, it's definitely not met. The level isn't blocky, or pixelated. The background is a dense pixilation, in being blocky, but does not match the detailed pixilation that Risk of Rain has.
Ability ideas didn't make the final game, due to time constraints, ideations and difficulty. Whilst somewhat original ideas existed in terms of the abilities, the realistic implementation would just be recolours of the same abilities, and an over implementation would be different methods of the same style of abilities as detailed;
Basic attack, Special ability, Dodge, Ultimate ability
Airbenders are essentially dodgers and blockers, leading enemies around, but lacking fatal finishing moves.
Waterbenders have both offensive and defensive tools. A 'Midrange' class. Ideally some form of redirection mechanic, or healing skill, or slowing with ice.
Earthbenders have strong defensive capabilities, able to tank hits.
Firebenders are the damage dealers, with damage over time.
Implementing the specific effects of the classes seemed, after much time, quite difficult.
Scope-wise, I definitely overshot initially. I think at the point in time, it is at a decent spot comparative, in terms of the gameplay itself. It meets the requirements of what the initial conception was: An uninterrupted horde mode without objectives.
Asset List:
- Monsters Creatures Fantasy - Folder (https://assetstore.unity.com/packages/2d/characters/monsters-creatures-fantasy-1...)
- Contains: Animations, Demo, Sprites
- Scenes - Folder
- MainLevel
- Prefabs
- Bullet
- FlyingEye Variant
- FlyingEye Variant Flipped
- Mushroom Variant
- Mushroom Variant Flipped
- RaisedGround
- Sprites/Images
- pixil-layer-background (Variants of the toxic clouds.)
- pxArt(Player Character Sprite, created by taking artwork, modifying the colours, cutting it out, and pixelating it.)
- PC Computer - Duck Game - Fire (PlayerCharacter fireball from https://www.spriters-resource.com/pc_computer/duckgame/sheet/116747/)
- IHsnhvv_5x (Background, created by myself. Placed, tessellated, then flipped above.)
- Animation
- Clouds
- Fire
- Scripts (Changed to suit the game):
- AwardPointsOnCollision (Tutorial 04)
- Bullet (Tutorial 02)
- DestroyIfOffScreen (Tutorial 01)
- HurtOnCollision (Tutorial 01)
- HurtOnCollisionPlayer (Used in Tutorial 06, potentially original to a degree.)
- PlayerCollectScore (Tutorial 03)
- PlayerHealth (Tutorial 04)
- PlayerMovement (Original)
- ScoreCounter (Tutorial 04)
- Shoot (Tutorial 06)
- SpawnEnemy (Tutorial 06)
In-scene assets: Original beyond those created by Unity (eg Canvas)
- CM vcam1
- Main Camera
- IHsnhvv_5x
- IHsnhvv_5x (1)
- IHsnhvv_5x (2)
- IHsnhvv_5x (3)
- Player
- Ground
- Dirt
- Wall
- Wall (1)
- Open Sprite Shape (1)
- Open Sprite Shape (2)
- Open Sprite Shape (3)
- Open Sprite Shape (4)
- LeftSpawner
- RightSpawner
- Canvas
- PlayerScore
- EventSystem
- CLOUDS (All of the clouds.)
- World Bounds
Game
Status | In development |
Author | SovereignCharm |
More posts
- Week 6 - Finishing and Testing ResultsMay 19, 2021
- Week 5 - UI and TestingMay 13, 2021
- Week 4 - Presentation and GraphicsMay 06, 2021
- Week 2 - Basic Level BlockingApr 29, 2021
- Week 3 - Enemy FunctionsApr 29, 2021
- Week 1 - Player MovementApr 16, 2021
- Game ConceptApr 03, 2021
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