Unity is free to use and both Godot and Defold are open sorce. Game Maker is free until you want to distrobute outside of OperaGX. You can get some free assets at https://opengameart.org/
ArachnidPie
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Itch is where you host your games. To make a game you need tools like Unity, Unreal, RPGMaker, Godot, Defold or GameMaker. Give all the tools a bit of a look on youtube before you settle on one or two. I started with RPG Maker then transitioned into Unity. There are sometimes humble bundle discounts for Unity and Unreal assets too.
I've just started Fangdor Stronghold which is a retro style 2D Hack & Slash dungeon crawler using the Unity engine.
I've been using the Unity asset Mythril2D as a base. It's an amazing engine that is perfect for this project and the developer is quite active and proves great support on their discord. For anyone working on this type of game I would give a glowing recommendation. For my tileset I am using the Rogue Adventure pack from ELV games.
As I gain skill I will be switching to tilesets and sprites made by myself but, my skills laying in writing and story creation. I am feeling a bad case of imposter syndrome for this decision but, I feel that getting something made even if it means relying on others until I build my skill is more important than agonizing over not getting anything done.
With this philosophy of getting something released, even if all I did was arrange pre-made pieces like lego allowed me to get from a blank Unity screen to a pre-alpha example in 4 days over a long weekend. I did have some hangups but with help and taking the time to read documentation and even poking around and experimenting allowed me to figure it out.
The start point of the starter dungeon. I plan on turning this dungeon into a tutorial section.
I have been using Milanote to organize my development. It's great for keeping track of what I have done, what I need to do, story notes, quests and dialogues. I can even sketch out map concepts on my ipad. View my progress and roadmap on Milanote.
In the future I may make platform specific binaries for Windows, Mac and Linux but, for now I'm working on making the game compatible with WebGL so that its platform independent.
If you want to check out Fangdor Stronghold you can play it in your browser at https://arachnidpie.itch.io/fangdor
I just used placeholder assets to fit stuff in for the jam. I'm learning pixel art with the goal of making things more suited for the game. I agree on the music, I'm leaning towards no music for the outdoor sections once the storm starts picking up.
I need to add more healing items so I'll be going over the energy drink and the bandage descriptions.
I have to agree that the random encounters are too common. I decided to leave them as is instead of buffing the exp rates because I kind of ran out of time at the end due to illness. I am going to investigate replacing random encounters in the larger outdoor areas with wandering enemies that trigger battle on contact like the zombie in the second apartment.
Thanks.
I just used a couple of asset packs I had to speed up development for the time limit of the jam even then I was only able to fit in 2/3 of the A ending and none of the B ending. I'm currently in the process of learning pixel art with the goal of transitioning over to my own artwork as I gain skill.
Balance is something I've struggled with. My next revision after the jam is finished will reduce the encounter rate while buffing exp drops and giving Mike more special abilities and make the player have to pick between a gun or a baton.
Another thing I need to balance is the drop rate of healing items. Bandages replenish health and energy drinks replenish magic. I've gone overboard on chest placement but what the chests give is random.
Yeah, I had to post a windows binary for the competition rules but for my play testing I focused on the web version due to my play testers being a mixture of Win, Mac and Linux. There are some issues with running it locally in Chrome due to their recent changes to cross site scripting restrictions being applied locally so I'm going to prepare a version that can be ran directly from itch.io in the next couple of days.
Thanks for testing the game. What did you think?