Inspiration

The inspiration came from a game called Dome Keeper, we made the game to match some of the gameplay offered from the game. The theme of League of Legends came mostly from the desire to try working at Riot Games.

What it does

Rumble is in the center of the map, where you start off with his flamethrower and the harpoon gun, which he can swap between with [tab]. He must fend off several void enemies, such as void grubs or voidlings, and every time he defeats an enemy, he will gain gold. Gold will be used to upgrade your weaponry to help you fend off the hordes of the void opened with [p] and can be closed with [esc].

How we built it

We started by figuring out what kind of game we wanted to make, then we decided on either League of Legends Plants vs Zombies, or League of Legends Dome Keeper. We decided the latter was easier to create. So then we planned out what character was going to be used and what monsters they would be fighting. We then started the project in Godot and got assets from League of Legends and other sources.

Challenges we ran into

-Getting the assets we need -Overreaching our goal (too big of an initial ambition for the timeframe) -Learning Godot during the hacking process -Deciding on what to cut out due to time

Accomplishments that we're proud of

  • Creating a shop GUI that pauses the game and allows for progressive upgrades.
  • Creating a tooltip in the shop GUI
  • Allowing the player to choose his own path in terms of upgrades
  • Making a functional working game in 24 hours

What we learned

  • How to manage time based on what's important
  • How to divide the work between the 3 of us based on who's good at what
  • Game designing skills and working as a team

What's next for Rumble Defense

Future updates include better animations and textures, adding more enemy variants, and a final boss fight with Baron Nashor, along with more enemies (flying enemies and void champions), as well as a whole list of balancing

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