Inspiration

We wanted to work within a realm of possibilities, but push ourselves into a realm of unknowns.

What it does

The game aims to allow an old school feeling such as Zelda with some fun twists.

How we built it

We used java and javafx to build this game with no AI.

Challenges we ran into

Our lack of understanding of collision and AI led us to develop solutions implementing pseudoAI and psuedoCollision. We also ran into a challenge of .png files being unable to load.

Accomplishments that we're proud of

We worked far outside of our comfort zones, worked through very frustrating errors that no one understood (including a professor) that we figured out together, and learned what it truly means to code as a team.

What we learned

We learned that it may not always be easy, but the end goal is worth the work.

What's next for Key to FX

Sleep, then learn to do this in Unity.

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