Inspiration
from the game we all love, the original Zelda, but it's in pure java and d&d themed.
What it does
its a simple exploring game, the goal is too collect as many items in a set amount of time as possible. you could go to different rooms and collect more items. the score is reported once the game ended.
How we built it
Much of the program was built off of scratch. The concept that we ran with was to make the game as generic as possible, being able to import whatever resources or images we wanted without having to make too many edits to the code.
Challenges we ran into
tl;dr the whole project
Generics was pretty difficult to get a handle on. Things like simple typos and missing files distracted from the problem at large. debugging was a really hard thing, most of the times, when we fix a bug, it leads to a more catastrophic bug, sometimes like a nullPointerException or something
Accomplishments that we're proud of
we made this through JavaFX, no game libraries, everything you see in the game is pretty much implemented by us
that includes map generation, spawning items, the overall physics, and the pixel art. making these things are extremely hard since it's very hard to cooperate. and we all have to understand the algorithm behind this.
What we learned
Many things, we used many things in JavaFX that we didn't learn before, such as a grid pane and some of FXML. also, we used java 14 this time, so there are some cool features. We also learned dynamic instantiation, enhanced switch statements and loop, and many more JavaFX things.
What's next for 8bit dungeon
Mobs, attack systems, and many more to make it feel like a playable game. Another possible route is to go full generic and turn it into a tool for people to create their own dungeons, since this game is written with no libraries, very modular, and incredibly fast, it would be very easy for people to include their own graphics and logics.
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