Inspiration
We took inspiration from pixelied indie games like HoloCure for the look and style. We choose to make it play like an original Zelda while being a full open world. We liked the gameplay from Zelda and the pixel art style from indie games.
What it does
It’s a single player game where you spawn, survive and try to kill the last boss.
How we built it
Engine: We used Unity for development, which made the overall development easier.
Programming Language: The game was coded in C#.
Assets: We use LibreSprite to make and animate the assets.
Version Control: We used Github for the version control, which helped with the team collaboration.
Process: We made everything, going from the characters, the code and the map. Pixel by pixel, frame by frame, character by character.
Challenges we ran into
Game Balancing: Making sure that the game is enjoyable while being challenging is tricky and requires a ton of testing.
Time Constraint: Developing and making a game from scratch within the hackathon timeline
Accomplishments that we're proud of
Created all the assets and animations by hands using LibreSprite to make the game less bland. Implement the combat system that is essential for the gameplay.
What we learned
We learned how to make a 2.5d game, how to animate, how to draw with a pixelied style and core techniques to make a game in a really short amount of time.
What's next for Fubuzilla Hunting
New areas, new enemies, new weapons, items and maybe more content. We want to make a refactor of the assets, to make it look better, in higher resolution.
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