Diving deeper into 2D

 Next course was about 2D and generic gameplay programming, using C# and XNA, which was a thing at the time.

For this course we didn't have any strict requirements for the game, only use everything that we learnt during the course.

We decided with my friend to make a 2.5 beat 'em up prototype to put our knowledge to the test.

Here's what we had learned during the course:

  • Simple dialog system that showed/hid sprites during it's execution.
  • Sprite animations with sheets.
  • Scrolling.
  • LERPing (manually, no tools, I realize now we implemented our own tweener)
  • UI
  • Sounds
  • Probably some other things that I can't remember now

And so we started looking for some nice assets, and found some cool Wolverine spritesheets, which weren't nicely packaged, so I had to manually cut them and paste them, and use a special tool for sprite animations to set the times and preview the animation. Spent so much time fixing the positions and offsets of each frame, until it kinda looked good.

We couldn't achieve a fully working game, but it was good enough to test the mechanics. Used a state machine to control the character's movement, jumping, hit and damaged states, added shadows, sprint movement, sorting for the characters to render correctly.

We also created a simple combo system for attacking and doing some more powerful hits. The enemies are pretty dumb, they just go towards the player and randomly attack, also implemented with a state machine.

The menus also looked nice, transition between options felt good with the sound effect and the alpha and scale tweening. The intro is a piece of art.

Just take a look at the result:


It would have been awesome to finish the game, but when things start getting complicated, and with no assets, it was too much of a challenge to achieve a fully working game.

But it felt and looked nice, really proud of this one too.

Comments

Popular posts from this blog

Semantic versioned Unity package template

My beginnings!