Inspiration

Hollow Knight was a big inspiration for this game. Many of the assets used in this game were readily available because of Hollow Knight, and we believe the assets fit the theme for our game perfectly. Although we were inspired by Hollow Knight, the gameplay was unlike the award-winning Metroidvania. A lot of the game ideas came be seen from this Google Document: https://docs.google.com/document/d/1nYRWriamO0-ec7AFfLKTdKfSKUnHYucc_zHKrvqTFyA/edit?usp=sharing

What it does

This is a multiplayer game with Networking through Processing. There are two players: The Puppeteer and The Puppet. The Puppeteer starts the game by designing a level and plays through it to test it. If he/she fails, then the Puppeteer loses. However, if the Puppeteer does complete the level - the Puppet will then play the level. If the Puppet fails the level, then the Puppet loses. If the Puppet does complete the level both players switch turns and continue until one player fails to complete a level.

How I built it

We used Processing and used Assets from Game Dev websites and Google.

Challenges I ran into

-Optimization of the map was a huge issue since tiles could not be updated 24/7 as this would affect framerate. -Physics Movement and Collision Response - especially on walls - was quite complicated. -Networking was a new topic that we dove into.

Accomplishments that I'm proud of

-Optimization -Physics Movement/Collision Response -Networking

What I learned

-It's good to have a plan set and focus a lot on time management. In addition, we both learned more topics in Java - as explained above.

What's next for Puppeteer

-Plans to add Moving Enemies and Monsters using either Dijikstra or A* Algorithm -Plans to have the Puppeteer have a set limit/point system for blocks/tiles. -Sprites to Iterate through a Sprite Manager for aesthetics

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