ASSESMENT UPDATE
The much anticipated ASSESMENT UPDATE has many new features and is actually a semblance of a game, as opposed to previous versions.
This world changing new update means many features that were not in previous versions including the revolutionary new game changing mechanic: having two levels.
there are some changes from the original game concept and they are listed below.
- there is no tower defence element.
- totems have different mechanics
- in the game concept:
- totems give power ups, and can be placed anywhere by the player
- in the ASSESMENT UPDATE:
- totems are fixed in the world and can be activated to see the surrounding area, they also spawn enemies.
- in the ASSESMENT UPDATE there is no boss fight unlike the game concept where I had a good idea for one, this is because I simply ran out of time but this may come in a later update.
- I didn't specify an attack method in the game concept but did say there would be one,
Feedback:
there was feedback that said the movement was too fast and jittery, I fixed the player so that they would move slower and more stably
there was also feedback about the attack tentacle being too quick to dissipate and ruining a slow feel people got from the game, I fixed this by changing the feel of the game by adding many more enemies, making it a more quick paced game to suit the quick tentacle, this may be changed in a future update as well.
Assets:
there were many different assets I used for this project, i have divided them up into the various folders they reside in,
Art:
- Circle: the circle folder had two png images of a black and white circle, this was used for the totem circles, the death circle, the ending circle and for the tentacle masking.
- Enemies: this had old files of placeholder sprites for various enemy related things, they are not in the final game.
- Intro: this had all the art assets used for the intro sequence.
- TileMaps: this folder houses every tile map file (including some obsolete placeholder ones)
- TotemStuff: this folder only has obsolete files of totems and such.
- Walls: the png images of the dark area the player spawns in (DarkArea), the walls (WallsTileMap1) and the pits (WallsTileMapinverted1).
Enemies:
- this folder holds the art and prefabs of the enemies
Fonts:
- this folder holds the font i imported from the unity asset store, made by Jazz Create Games. link below.
- https://assetstore.unity.com/packages/2d/fonts/bubble-font-free-version-24987
MovementScripts:
- holds all scripts for all non node based movement.
Nodes:
- holds all scripts for creating and following nodes for use in the a star method.
Scenes:
- holds all scenes.
Scripts:
- holds misc scripts.
Smidge:
- holds all scripts, art and animation relating to the player.
Totem:
- holds all scripts, art and animation relating to the totems.
Controls:
up - W
right - A
down - S
left- D
Tentacle - mouse
Use the tentacle to kill enemies and light totems.
References:
font:
made by Jazz Create Games - unity asset store.
- https://assetstore.unity.com/packages/2d/fonts/bubble-font-free-version-24987
all other art:
made by me.
Features:
- Custom art assets
- User interface
- title screen:
-tip screen
- Credits screen
-level clear screen at the end of each level
- Death screen
-Victory screen when the second level is beat
- Advanced programming functionality
- Artificial Intelligence
- The A* search
- Path finding
- The A* search method
- Used Pursuit in the larger area for efficiency
- Multiple Levels
- There are two levels, this counts as multiple.
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Walkthrough:
Level 1:
upon starting the first level the fastest way of beating the level is to make your way down, lighting up totems as you go.
eventually you will make it to a big totem witch, when lit up, will clear the level.
Level 2:
to complete level 2 go down, then left. there will be small stairs to go up. follow this path and you'll reach the goal totem.
Files
Within The Darkness
Status | In development |
Author | razer304 |
Genre | Adventure |
More posts
- devlog - feedback sheetOct 06, 2020
- devlog 4 - more mechanicsOct 01, 2020
- devlog 3 - mechanicsSep 27, 2020
- devlog 2 - Basic Level BlockingSep 13, 2020
- devlog 1 - Player MovementAug 29, 2020
- Game ConceptAug 28, 2020
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