Inspiration
We wanted to work on a game which one of the members of the group came up with the concept of a long time before the Hackathon.
What it does
We created a dungeon crawler game which revolves around the player character fighting off enemies in a dungeon while simultaneously trying to create a map of the dungeon. As a result it's a game about multitasking and spatial awareness.
How we built it
We spent a long time planning out how the game would function and what features it would have before beginning development. For the next first few hours we spent some time prototyping things in Godot individually and experimenting with its features, as for all of us it was our first time using it for a project.
Challenges we ran into
By far the biggest challenge we faced was trying to use Godot. Initially we thought it would be a streamlined experience as we had a user interface to work with and much functionality built in, however there were many times in development where we were stuck researching how to accomplish things with said user interface. Halfway through the Hackathon we made a risky decision to completely remake the game with the MonoGame framework rather than using a standard engine with a GUI.
Accomplishments that we're proud of
We are especially proud of the map drawing mechanic and how it integrates into the game world. We our also happy that the game reached a fully playable state despite choosing to redo most of the project in a different language halfway through the Hackathon.
What we learned
From this experience we feel that making sure you have a thorough plan before tackling a sizable project is always vital, as a change in plan may set the project back significantly later on.
What's next for Dungeon Mapper
We would like to introduce more variety in the gameplay, mainly with enemy combat, as well as procedural generation.
Built With
- c#
- gdscript
- godot
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