Hello all, this is my first ever game jam and I can't wait to get started. Enough about that though, let's get to the game.
My project, Dreampatcher, is an isometric dungeon crawler/puzzle game about a person who, while dreaming of a childhood memory, discovers it is not what they remember it as; they notice a gap for the first time, see important details missing. As they attempt to resolve the discrepancy, part of their mind attempts to stop them through their dream by attacking them and locking the true memory away. Only by revisiting the memory through their dreams and struggling against their own mind night after night will they know the truth, but will it set them free?
Dreampatcher is a short single-player action game that I will make in Unity. In total, there will be around 3-5 levels, depending on how much I can get done.
PROJECT GOALS
- Programming
- Player
- Movement
- Attacks
- Abilities
- Health and status coniditions
- Enemies
- Movement
- Attacks
- Systems
- Music
- Spawning enemies
- Text boxes/story progression
- Boss fights
- Puzzles
- Player
- Art (will try to produce what I can, will get from the internet what I cannot)
- Environment
- Character
- UI
- Health bar and status condition
- Abilities
- Currently selected ability
- Enemy health bar and status condition
- Sound
- Music (will probably find some stuff on royalty free sites)
- main menu music
- different theme for each level
- Sound FX
- footsteps
- pavement
- grass
- dirt
- gravel
- a variety of punch/impact sounds
- hurt noises (human and animalistic/machinelike)
- click and button press noises for UI
- footsteps
- Music (will probably find some stuff on royalty free sites)
Day 1
Made fairly good progress for the 4 hours or so I put in day 1. I've worked with isometric games before, so some of this stuff is familiar territory. I found an isometric game I made for a school project and took the movement system from that. Movement is surprisingly hard because of the way I accomplish the isometric effect; at the of the day, it's not as easy as press up and move the player up because according to the gameobject foward is no longer forward. But at the end of the day we have a moving player, and that's where it all starts.
I also started working on the player's basic attack. The basic attack is a simply melee attack; unlocking abilities as the levels go on will give the basic attack a passive enhancement based on which ability you have selected. Right now, I have it working so that when you click on an enemy, it registers the click, determines if the player is in range of the enemy to strike, then strikes. It doesn't actually deal damage now, although that functionality is coming soon.
At the end of the first day, the game looks like this.
Player is green, the enemy test object for the melee attacks is red. It's not much, all placeholders at this point, but it's not going to stay this way. Thanks for joining me for day one, I'll be back tomorrow with another progress update.
-Medic