Documentation


This section will explore how the game in its assessed state is different from how it was planned to be.

The time constraints did prove to be more significant than imagined so the game did not get all the features that were planned. The time didn't simply constrain the implementation time, (I think I did have enough time to implement the full game) it also constrained the design time, something I didn't give enough significance to. The most obvious example would be raids. They got cut out of the game because I didn't exactly know how to seamlessly tie them into the gameplay. I might have had time to add a version of them, but it would make the game a mess. Below I will list each difference and explain why the change was made.

  1. Raids. Cut out due to the unexpected complexity of the game loop.
  2. Hidden rooms and other recovery-related mechanics. No point in implementing them before the raids are implemented.
  3. Leveling up. Cut out due to the unexpected complexity of the game loop. Unsure where to put it and how to do it.
  4. Saving and loading added. Did not think of it when writing the first draft but later realised it is necessary.

This section will list the assets of the game.

The game is quite code-heavy (since this is what I am most interested in) so the list will not be long. Only the assets that made it to the assessed version will be listed.

  1. Art for the rooms, 3 levels for each room unless specified otherwise
    1. Mine
    2. Generator
    3. Spawner
    4. Ladder (1 level, 3 variations)
    5. Battle room (1 level)
  2. Art for the monsters
    1. Ork
    2. Witch
    3. Skeleton
    4. Slime
  3. Mountain art
    1. The main art of the mountain
    2. The sky
    3. Ground
  4. Custom font
  5. Icons
    1. Energy icon
    2. Food icon
    3. Health bar outer part
    4. Stone icon
    5. Warning sign
  6. UI rock art

ALL OF THE ART WAS DRAWN BY BETH HUTCHINGS AND IMPLEMENTED INTO THE GAME BY ME

Leave a comment

Log in with itch.io to leave a comment.