Inspiration
When the hackathon first began, we began brainstorming ideas, but none seemed to especially click. A simple text-based adventure game would have already likely been done, and we wanted to create a somewhat unique idea. That's when Kavin had the idea to reverse the roles: why be a detective, when you can cause the mystery yourself? Thus, the idea of Dead Men Tell No Tales was born. Similar games such as Among Us and Hide the Corpse have demonstrated the appeal of the frantic concealment of the truth, and this game hopes to emulate that feeling.
What it does
In this project, the code and graphics come together to create an exciting game experience. Players must play with caution, avoiding clumsiness that could decrease their allotted time. The challenge lies in secretly hiding a body and escaping within the limited time frame. Kavin's cleverly designed code adds interesting features to enhance gameplay, and Aegna's eye-catching visuals make the game more enjoyable, both elevating the overall gaming experience.
How we built it
"Dead Men Tell No Tales" arranges game pieces into nodes and scenes. Nodes stand for characters, objects, and more, while scenes hold these pieces for different game sections. This system makes development easier, helps teamwork, and suits various game styles. Visual scripting tools allow creating game rules without coding. Plus, it helps find and fix problems, making the game run smoothly.
Challenges we ran into
While working on the game, we faced problems with control nodes, especially with scaling. However, Kavin researched and found a solution to fix it. This experience taught us how to overcome challenges during game development.
Accomplishments that we're proud of
"Dead Men Tell No Tales" showcases our teamwork and dedication to quality. Every part of the game, from its design to its story, reflects our hard work together. Throughout the development of our video game, we always supported each other whenever someone faced challenges. We worked as a team, a good team, giving encouragement and advice whenever needed. We're proud of what we've achieved.
What we learned
By working on the code, Kavin learned how to use path 2Ds, which are used to regulate spawning within the video game. As for Aegna, Aegna learned how to make pixel art, animations of that pixel art, and the basics of Godot from Kavin. This teamwork helped both of them improve their skills and create a better game.
What's next for Dead Men Tell No Tales
Looking ahead, Dead Men Tell No Tales is set to get more exciting. It'll have random maps, so each time you play, it'll feel new and exciting. There will be more things you can do in the game, like mini-games, to make it even more fun. As you play, you'll move through different levels, getting harder as you go. You'll also be able to play with friends, making it social and competitive. And the addition of more dead bodies for the player to conceal will also up the stakes, making the game more challenging. These changes will make video games even better and more enjoyable for everyone
Built With
- godot
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