Inspiration

The game was inspired by the platformers of yore, think mario or castlevania. We've adapted this concept to a more structured terreria type game, in terms of combat and style. Just like mario saving Princess Peach, the knight and the samurai go on similar missions and adventures to save their pets who were lost during the global storm.

What it does

The game begins with prologues of each character, the knight and the samurai respectively, and how they lose their pet cat and panda. After the user watches the characters' stories, they take on 4 levels and kill all the villains and endure all the obstacles in order to reach their pets. For the knight, he must collect all the tuna cans throughout each level to open the portal taking him to the next level. He must also kill all the enemies that can harm his pet cat. Similarly, for the samurai, he must collect all the bamboo sticks scattered around the level to unlock the portal, as well as kill all the skeleton enemies. The game ends with a concluding scene showing the characters reuniting with their pets as they successfully complete all levels. The game shows all the ups and downs one must endure to keep your loved ones safe, as depicted by the knight and the samurai's journeys.

How we built it

The Game was built using godot, and engine both team members where very new too, we used an abundance of resources, including various youtube videos to implement core functionality. Using itch.io, we were able to find many of the characters' frames and sprites. As for the sound effects and music in the background, we utilized various websites to find them.

Challenges we ran into

Combining various youtube video implementation of processes turns out to not be the best idea as some things just dont play well with each other. Having become a little more knowledgeble of godot some functionality was implemented independently of any resource; however, these unguided self written godot code snippets did not follow best practices in any way shape or form, potentially leading to issues down the line (and a fair share during development).

Accomplishments that we're proud of

I'm proud of the ability of our team to work together very cohesively to create our game, I was particularly impressed with my teammate's ability to really put in the delicate touches required to truly bring the game to life and felt we complemented each other with our various skillsets (despite the many merge conflicts using github). I also realised that I quite enjoy making simple pixel art pieces, quite a number of which I've included in the game. -Amal I'm proud of my team's ability to quickly get a grip on godot and all the functions it has. Although it was a very new platform with a familiar, yet confusing, programming language, we were both able to navigate throughout using different guides on the internet, and also using each other's help. -Carole

What we learned

I learnt the multiplying effect working on a team has, bringing about results that would've taken me, as an individual 3-4x the time required. A different perspective on things really adds to the depth and quality of a final product, something which I strongly believe was shown in our game. I also learnt about the fascinating concept of state machines, and employed them generously for own game characters to ensure discrete, smooth and well compartimentalized actions, removing me from the pain of nested if/else hell. - AMAL

What's next for Knight & Samurai: Pet Quest

If the game is to be extended large swathes of code would need to be rewritten as there were quite a lot of hacky patches made. It just goes to show how quickly unmanageable complex systems become when written without the utmost care.

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