Inspiration
- Each of us wanted to create a game and felt we could leverage our combined skills to produce one
- The weather system was initially based on real-world conditions (heat, humidity, pressure, etc.)
- It was later altered to a fantasy-themed construct
- The dragon battle system is inspired by partially by Dragon Quest
- The wizard battle system is inspired by Magic the Gathering for logic and Pokemon for elements
What it does
- The player defends their kingdom against the Wizard of Weatherland
- Over seven days, the player cycles between
- Battling hoards of elemental dragons
- Countering the wizard's spells
- Preparing for the next day
- If the player survives all seven days, they win!
- If the wizard reduces the town's HP to zero, the player loses
How I built it
- Brainstorm features and user stories
- Compiled a project outline
- Learned GameMaker Studio via tutorials
- Gathered assets
- Composed code
- Published working code to GitHub
- Polished features
- Published finished product
Challenges I ran into
- Learning a new language
- Gathering assets
- Task delegation
Accomplishments that I'm proud of
- Building a bare-bones game
- Implementing all basic, desired features
What I learned
- How to use GameMaker Studio 2
- Basic game development
- Team collaboration
- Project management
- Time management
- Quality control and debugging
What's next for Don't Forget Your Umbrella
- Game balancing
- Weather effects
- Animations
- Additional weather elements
- Variety of enemies
- Mini games

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