Inspiration
We were trying to think of a thing to do for HackDartmouth and it just came to us as being something we could both enjoy making.
What it does
It's a procedurally generated dungeon-crawler. The player must venture through the labyrinth and vanquish numerous foul beasts. When they collect five sacred gems, freedom is theirs for the taking.
How we built it
Gareth created various importing modules, including the dungeon generation, AI, and artwork, and then sent it to me via flash drive. My job was to build a basic game engine and put together those pieces on top of it. For the game engine we adapted an idea that I had used a number of times in the past.
Challenges we ran into
The AI for enemies gave us a lot of trouble. They took up a majority of our time on the project. Checking line-of-sight posed a particularly difficult issue but we eventually got it down after Gareth completely erased and rewrote his code. An honorable mention is anything that rotates. It's harder than it looks.
Accomplishments that we're proud of
World-wrapping, spinning objects, AI, and the overall look of the environments.
What we learned
How to (sort of) operate on very little sleep.
What's next for Brave the Onslaught
Go Home. Sleep.
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