Members
Isaac G., Carlos E., Audric E., Tommy Z.
Inspiration
we took inspiration from games like archero, binding of isaac, a little from plants vs zombies 2 in the time travel aspect.
What it does
our game isn't fully built, but so far we have one level that requires you to beat it in a certain amount of time and also requires a certain amount of souls from killing monsters. there's also a working shop where you can buy upgrades, and we aimed to implement upgrades that were time or time travel based but we have basic ones like dashing, a health upgrade, and piercing ammunition.
How we built it
we used javascript, more specifically p5play. there was very little css as well
Challenges we ran into
the biggest challenge was finding time to work on the project. most of us on the team weren't able to put as much work into this project as we wanted to, so the project ended up incomplete. there were coding challenges too, like trying to figure out for 3 hours that i had to turn on the camera variable in order to use it. the shop also took a very long time to implement because of visual glitches and issues
Accomplishments that we're proud of
personally (isaac), I'm proud of making my first game that isn't text-based.
What we learned
i learned (isaac) that i shouldn't underestimate how long it would take to code something of this caliber. i fully expected to finish the entire game within the week, but javascript showed no mercy. I also learned coding games is really fun, and I'd do it again
What's next for TimeBound
actually finishing the rest of the game and fixing its many bugs (lol). things of that list include actual sprite art, upgrades that focus more on time related abilities or buffs, finishing the storyline, and overall making the game cleaner--visually.
Built With
- css
- html
- javascript
- p5play
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