Inspiration

  • Games are fun to play, but building a great game is fun in it's own right too.

How we built it

  • We split up the project into 3 parts: assets creation, enemy logic and functions, and player controls and attacks. Each team member took a part and we pieced everything together as necessary.

Challenges we ran into

  • Since we were all new to GameMaker Studio 2, most of our development time was an uphill battle. We had to spend a lot of time learning how things worked, which would obviously get in the way of our time to get work done. We also ran into issues with using GitHub for version control due to lacking integration constantly causing issues with merging, and after we moved away from GitHub, we started running into or continued to see more issues related to work overlapping or being inconsistent.

Accomplishments that we're proud of

  • Coming out with a fun, playable game.
  • Decent looking sprite work for having little experience with it beforehand.
  • A number of unique and interesting abilities.
  • Challenging but smooth game play.

What we learned

  • While we all have had some experience with game development, none of us have ever used GameMaker Studio 2, so a lot of our learning was simply learning the GameMaker Studio 2 environment and how different functions we've been familiar with interact within this environment.
  • GameMaker 2 provided a contrast to the software we worked with previously, Unity; Working within a 2D Top-Down game environment provided that contrast as we have mainly only worked with 3D before. A lot of elements allowed us to provide depth to our game such as the event utility within GMS2.

What's next for Betty's Quest

  • More of everything! More bosses, more abilities, more challenges, and more fun. Betty's Quest has a lot of room to grow still, and there are many ways we can go about making it an even more enjoyable game.

Built With

  • gamemaker-studio-2
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