Staff of Life
So this is a game, where you're a wise wizard {{some cool name for a hero}}. Yup.
Your goal is to defeat... evil monster called {{some scary/evil name for a boss}}
As your weapon you use the Staff of Life, that creates life, from any other alive,or not-so-alive life form.. what? I mean. Beware of enemies that want you stop you from your goal. Now go and become a wizard for about 5 minutes and be slayed by nasty monsters or be victorious and the greatest virtual wizard of all time.
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Controls:
~ WASD - you know.. walk.. just go for a walk already!
~ LMB - you can shoot. wow.
~ SPACE - and yeah, you can jump, but its completely useless, so..
-------------------
So this game at the start I had very good time with. First I thought it was a good idea, and it still is. But what bothers me though, that I need to learn myself to correctly manage time and stuff. At first day of event, I don know why, but I went straight into AI coding. Yeah it is all good and such but, I lost nearly 8 hours on AI alone (well before I didn't implement any A* pathfinding at all, before it was Unity pathfinding or simply go-straight-ahead-screw-the-walls logic). So I could make It a bit easier and win some time for myself. But still, I like how it turned out, although a bit buggy.
After the AI thingy I was drawing some concepts and stuff.. characters (there was supposed to be more than one character),so yeah.. On the second day, I did a great job(I think) with enemy spawning and wave system, well and ofc it took me a while to do. And still happy how it works, pretty flexible system.
So initially I wanted to enter a compo, buuut I didn't because there was no Boss, no.. other stuff-too-much-to-count. So I decided to enter a Jam. At the third day I actually had to go to the university, and half of a day was, well.. whatever. So after that, back at home, tired as hell, I had to finish my game, ofc. Aaand I drew that boss in 1 or 2 hours, then its time to programm it, make animations. So I did that. And I'm done. I'm so done. Need. More. Sleep. But anyway I had a lot of fun doing it, and actualy game itself turned out pretty good. So check it out boyz 'n' girlz ;)
----------------------
Personal Achievements:
~code:
~~ AI
~~ flexible wave system
~art:
~~ looks pretty good to me ;D
~music:
~~ actually music was made by my good friend
~~ if you like it you sure can check him out ;)
~~ https://soundcloud.com/beatrag
~sleep:
~~ still need one.
----------------------
Leave feedback guys, would like to take into account your opinions. Thank You!
twitter: https://twitter.com/_fartenko
Your goal is to defeat... evil monster called {{some scary/evil name for a boss}}
As your weapon you use the Staff of Life, that creates life, from any other alive,or not-so-alive life form.. what? I mean. Beware of enemies that want you stop you from your goal. Now go and become a wizard for about 5 minutes and be slayed by nasty monsters or be victorious and the greatest virtual wizard of all time.
-------------------
Controls:
~ WASD - you know.. walk.. just go for a walk already!
~ LMB - you can shoot. wow.
~ SPACE - and yeah, you can jump, but its completely useless, so..
-------------------
So this game at the start I had very good time with. First I thought it was a good idea, and it still is. But what bothers me though, that I need to learn myself to correctly manage time and stuff. At first day of event, I don know why, but I went straight into AI coding. Yeah it is all good and such but, I lost nearly 8 hours on AI alone (well before I didn't implement any A* pathfinding at all, before it was Unity pathfinding or simply go-straight-ahead-screw-the-walls logic). So I could make It a bit easier and win some time for myself. But still, I like how it turned out, although a bit buggy.
After the AI thingy I was drawing some concepts and stuff.. characters (there was supposed to be more than one character),so yeah.. On the second day, I did a great job(I think) with enemy spawning and wave system, well and ofc it took me a while to do. And still happy how it works, pretty flexible system.
So initially I wanted to enter a compo, buuut I didn't because there was no Boss, no.. other stuff-too-much-to-count. So I decided to enter a Jam. At the third day I actually had to go to the university, and half of a day was, well.. whatever. So after that, back at home, tired as hell, I had to finish my game, ofc. Aaand I drew that boss in 1 or 2 hours, then its time to programm it, make animations. So I did that. And I'm done. I'm so done. Need. More. Sleep. But anyway I had a lot of fun doing it, and actualy game itself turned out pretty good. So check it out boyz 'n' girlz ;)
----------------------
Personal Achievements:
~code:
~~ AI
~~ flexible wave system
~art:
~~ looks pretty good to me ;D
~music:
~~ actually music was made by my good friend
~~ if you like it you sure can check him out ;)
~~ https://soundcloud.com/beatrag
~sleep:
~~ still need one.
----------------------
Leave feedback guys, would like to take into account your opinions. Thank You!
twitter: https://twitter.com/_fartenko
Genres: action





Comments13
Anyway you can post the source code?
I don't know whether you meant it to let you leave a room before you'd killed everything, you can basically run straight through from the start to the boss - unless that was intentional, maybe you could add something to stop you leaving a room until you've wiped out all the waves of enemies.
Overall, excellent :)
The only trouble I had was spawning projectiles near a wall or a bush, they always get destroyed just on instanciate.
Good job!!
The only problem I had was that I kept hitting the walls when being to close and trying to shoot in the other direction.
Apart from that, fun game.
Great job!
Cheers
-Morco (Omlette du Fromage team)
My only complaint was the fact that it could get a little...distracting, after finishing a wave, with so many passive creatures on-screen at once. Nearly died like that.