Inspiration

We wanted to make a rouge lite dungeon crawler, using inspiration from Hades, Noita and Project Zomboid.

What it does

The game is a wave survival game which uses a shared health bar between players to force cooperation between risky undertakings and casual plays.

How we built it

We built it using Godot and other softwares such as libresprite, we also integrated an AWS EC2 server, through the use of AI, for a client-server multiplayer infrastructure.

Challenges we ran into.

A major challenge we had was proper time management, leading to a full overall of the entire game at the 20 hour mark. We were far underprepared for creating a game within the Godot engine, so we fell back to a wave-survival game.

Accomplishments that we're proud of

We were very proud of the art and style of pixel art we were able to achieve, we were also quite proud of the teamwork and cooperation we were able to foster. We were also felt quite proud of our ability to learn networking for games.

What we learned

We learned to manage out time, figuring out a new coding language through the using the benefits of AI, in turn helping us to learn how to create 2D games and helping us create features closer to the very end. We also learned how to network for games. Finishing the Hackathon, we learned the importance of creating minimal viable products before creating large final versions, allowing for the refinement of specific mechanics within a game.

What's next for Forsaken

We do not currently plan to continue development, however, if given more time we would have turned the game into a rogue lite (our original idea) using a weighted randomized loot system with procedurally generated rooms that would appear around the main room, allowing for randomized rooms such as trap and boss rooms. The game, with more time, would have been complete with 2 bosses, as well as puzzles, paired with the shared health allowing for a variety of strategies to be played.

Built With

Share this project:

Updates