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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