Inspiration
Our game mechanics were inspired by The Binding of Isaac, Among Us, and Terraria. Our characters and assets were inspired by horror themes and images from Google searches.
What it does
A video game that starts off with a backstory, before it deposits you in a dark room with nothing but yourself and a flashlight. Movement is controlled by WASD and the flashlight is controlled by your mouse and left click.
How we built it
Using Godot as our game engine, Miro and Google Slides for planning out and collaboration, Asprite for some (not all) asset creation and animation.
Challenges we ran into
Unfamiliarity with Godot (collisions, create tile maps, animate character sprites, enemy tracking, create dynamic lighting, implementing health and game mechanics, UI), deciding MVP due to large amount of ideas, mixing up layers during animation, time management.
Accomplishments that we're proud of
A playable experience, learning multiple hard skills, the importance of planning and team collaboration, art and animation, character design, idea of flashlight freezing.
What we learned
Research as much as possible on the tools beforehand, having a set plan, need to realize how much time is being spent on different steps of the process.
What's next for DarkShip
Implementing the rest of our ideas for features of DarkShip and expanding on it.(multiple levels, all original assets, puzzles).
