![]() It can also execute ranged attacks inherited from the Wizard and teleport away if it gets hit too many times in a row. It possesses melee attacks inherited from the Slime, Skeleton, and Knight, as well as the Knights shield blocking trait. Unsurprisingly it has the largest health pool of all enemies and does the heaviest damage. The Boss Knight is in appearance a palette swap of the regular Knight, however, it has a few different tricks up its sleeve. This allows the player to learn from mistakes and avoid frustrations that come with difficulty. You automatically respawn within a second or two of dying at the start of the room you died in. It is pretty easy to die, but death is not meant to be punishing in this game. The goal was to make the player feel powerful from the start, but give them more ways to deal damage as the game progressed. ![]() Super Dash similarly allows the player to hold the dash button to charge up a dash that both slightly damages as well as momentarily stuns enemies. Super Slash allows the player to hold the attack button to charge an attack that does an impressive amount of damage that ignores shields. Later, the player unlocks two additional upgrades - Super Slash and Super Dash. The dash allows the player to be fluid in combat, as well as escape sticky situations since there is an invulnerability window during the dash. Near the start of the game, the player is given the ability to dash. I wanted to stay away from this initially, but unfortunately, I found it impossible to find a top-down game sprite-set that had the dynamic and powerful feeling that the animations of HLD have.Īt a base level, the player has a basic attack that can be chained up to three times, increasing in damage each hit of the combo. This is pretty obvious looking at the character because I straight up hand copied each frame of each animation from some gameplay footage I took of HLD. The inspiration for the player combat of this game was Hyper Light Drifter. The feedback I have received from playtesters has been pretty positive and I am glad people have found it to be an enjoyable experience! I learned a ton as I went along and thankfully I wrote some of the cleanest code I have so far which made evolving the game a breeze. I was finally able to spend more than a few weeks on a project and focus on refining gameplay in a meaningful way. Overall this project was a fantastic experience, both personally and educationally. You are aided by a stranger with upgrades, but little else. You play as a traveler who fights through seven high-tension rooms filled with aggressive enemies. It is a fairly complete, but small prototype that holds a reasonable amount of content (~15 – 20 minutes for new players) and progression. My combat project ended up as Dungeon of Greyness. In addition to these standard enemies, there is a final boss that possesses all the traits of these enemies plus more. There are two grunt-level melee enemies, one harder “Lieutenant” level melee enemy, and a tricky ranged enemy. I made a limited, but diverse set of enemies. This would allow me to create as many or as few levels as I wanted/could, without having to cut content. ![]() Progressing through the rooms would gradually introduce the player to different and harder enemies. To keep the scope manageable, I landed on the concept of having individual, smaller rooms with between 1 to 3 waves of enemies each. This was dumb and took up so much time, however, I did leave this project with a newfound appreciation for the craft of pixel art. Unfortunately, I wasn’t able to find a proper character sprite set, so I decided I would hand draw each frame from Hyper Light Drifter. My initial concept was a game inspired by the combat of Hyper Light Drifter. This was not a requirement set by the class, but more of a personal necessity to maintain sanity over the long-term. Keeping scope in check would be difficult, as it is easy to plan to do too much when given a large amount of time.Īn additional challenge of this project being semester-long was writing and maintaining a clean and clear codebase. The only real guidelines for my project were that it had to be 2D and the combat had to be based on an existing, good quality game. ![]() Since this project was going to be a semester-long work, choosing what to do was particularly difficult. ![]()
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