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DragonHeart

A topic by richardsonq003 created Apr 08, 2019 Views: 460 Replies: 10
Viewing posts 1 to 11
Submitted

 Our game is going  to focus around the adventures of a baby dragon trying to survive in an unpredictable world .  We decided to use GameMaker as our game developing platform.  Our game will be a side scrolling adventure/ puzzle game, where you power up and gain more abilities as you progress. 

Today,  we deliberated on game design ideas and the development process.  We created the object for the dragon the player will control.  We also coded up the basics for movement for the dragon(gravity and jumping), and created different layers in our game room which allow  for 1) the creation of  ground and ceiling for the game  2) jump-thru platforms for the game. 



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Today we tweaked the viewport of the game to make it follow the character around more closely.  We worked more on the dragon's movements including shooting fire and direction. We also created some enemy players that continuously move around and cause damage to  the dragon. The dragon's fireballs will also destroy the enemy players as well as jumping on them. Also the dragon will now die if he falls off the screen or is hit by an enemy player and the game will restart. Tomorrow we will work more on the functionality of gliding and building levels.

HostSubmitted

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Today we worked on the dragon's movement, and created an powerup objects. 
We decided that a double jump would work best for our character and game design.  
Now if the player acquires the new Wings of Valor powerup he is given a 4X jump capability. It really works well for the game!
We spent some time reworking our movement code which shows potential but needs more development.
We also added custom graphics to our tileset. Our world is going to begin as ice themed. 
Tomorrow we are going to add an glide powerup, more graphics for our tileset and further develop the background and levels. 

  
Submitted

Today's development:


Today we added some animation to a dragons movement so that he flutters his wings when he is in the air.

Finished developing the floor bad guy so that it has gravity and will consistently stay grounded . 

Developed another bad guy who flies. He has horizontal collision so he will fly back and forth between an area.  

We added another power-up object called Fireball that, gives the dragon the ability to shoot fire when equipped in level (made is so you can only shoot once this power-up has been found).

 Graphically we added fonts and more custom tiles which help to build our levels further.

Tomorrow:

We will fully flesh out levels because most of our mechanics have been developed.


Submitted

Day Five Development- Dragon Heart

Created a new bad-guy. He is designed to look like a knight with a gun, who is coded to shoot projectiles. This enemy will recognize ledges and not walk off them!

Added a 4 color blue background that compliments our ice theme. 

Developed a treasure chest item that will be located at the end of each level. Once you reach the treasure chest you will be moved to the new room(level).

Designed and incorporated animations for both our Wings of Valor and FireBreath items. The Wings Of Valor seem to shine with light, and the FireBreath item seems to burn. Helps the items standout and feel more valuable. 

Developed a breakable block object which is designed to look a little different than the collision tiles. This item will block off secret areas and allow players to access them after the block is destroyed. 

Submitted

New badguy which shoots!!

Submitted

New background which compliments out level's theme!

Submitted

This screenshot shows our new breakable blocks(purple) and treasure chest item!!

Submitted

Wings Of Valor  &   Fire Breath item animations and powerups

Submitted

Development Log:    4/15/2019


The final stretch of developing DragonHeart consisted of touching up the game details. 

Sound was added to many events in the game.  We added sound to events such as enemy death, player death, shooting fireballs, etc. This helps the game to feel more immersive.

We also added win and lose screen which help the game have a more complete feeling. 

The win and lose screen also now have a restart option that allows you to restart the game if needed. 

Added lives that remain consistent through the different levels. 

Game play of levels was adjusted and critiqued to make the game as fun and challenging as possible. 

Added background graphics helping develop the world feel and levels.