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A top down adventure game for the GMTK 2021 Game Jam themed "Joined Together"

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Funem

A top down adventure game for the GMTK 2021 Game Jam themed "Joined Together"

https://itch.io/jam/gmtk-2021

Details

Summary

A top down twin stick puzzle game, inspired by 2D Zelda and Final Fantasy Adventure.

The game has bee sumitted to itch.io and the game jam 4 hours, 25 minutes before the deadline

Link to the itch.io page: https://persomatey.itch.io/funem

Link to the game jam submission page: https://itch.io/jam/gmtk-2021/rate/1082906

Specs

Unity 2020.3.8f1 https://download.unity3d.com/download_unity/507919d4fff5/UnityDownloadAssistant-2020.3.8f1.exe

SLN solution in Visual Studio Community 2019 Preview https://visualstudio.microsoft.com/vs/community/

Trello board https://trello.com/b/TFLqyVVL/project-tethered

Credits
Change List
CL-000009 (The Quality Assurance Update)
  • Made the following changes:
    • Fixed bug where the rope meter extends out of the corners of it's container in levels 2-6
    • Fixed bug where the when the player loads into the Main Menu, then into a level, then back into the Main Menu, they won't be able to load into a level again
    • Edited the README to reflect the above changes
CL-000008 (The Fixing Enemies Update)
  • Made the following changes:
    • Completely redid the way that the enemy awareness works
      • No longer based on triggers, it now works by raycasting the distance to the players
      • Objects tagged as a "Wall" block that raycast early
    • Made it so that each level controller sets the starting position of the players
      • There was a weird bug where the player would sometimes spawn in different locations based on the last input from the previous level
    • Speed up the fade in/out transition time
      • Edited the animations themselves in the Animations folder
      • Also made a private float in the Buttons.cs script called fadeTime which will control the acctual waiting for the animaiton to finish
    • Lowered the minimum wait time in between levels
      • This is now a private float in the Buttons.cs script called minTimeInLoading
    • Edited the README to reflect the above changes
CL-000007 (The Loading Screen Update)
  • Made the following changes:
    • Fixed the way that the outlines for the ttle screen and credits screen worked
      • They look better now, no weird gaps
      • Reduced the distance to 3x3 then added another outline to the obj with a distance of 1x1
    • Added a loading screen for loading in between scenes
      • It displays the following:
        • A random tip, trivia, or lore
        • A loading icon that is dependant on the aforementioned text
        • The text "Loading..."
        • It stays on screen for a minimum of 1 second before an option to "continue" appears
        • When the player presses the spacebar to continue, the scene loads
      • Added screen transitions
    • Edited the README to reflect the above changes
CL-000006 (The Credits Update)
  • Made the following changes:
    • Added a credits menu
    • Changed the way that the menus work slightly
    • Added SFX to every button in the game
    • Added a Pause SFX
    • Added SFX for when you win a level
    • Made the postprocessing work in the canvases too
    • Edited the README to reflect the above changes
CL-000005 (The Post Processing Update)
  • Made the following changes:
    • Changed the Update() method in the PlayerController.cs script to FixedUpdate() as it now involves movement
    • Added some post processing
    • Edited the README to reflect the above changes
CL-000004 (The Item Swap Update)
  • Made the following changes:
    • Added an item swap animation
      • Looks adorable
    • Edited the README to reflect the above changes
CL-000003 (The Pickup Update)
  • Made the following changes:
    • Fixed bug where the text for an item still appears on screen even after the item has been picked up
      • Did this by completely redoing the way that the text works
        • Now I'm using instantiated 3DText objects
    • Fixed bug where the fadeout animation still occurs even if the item has already been picked up
      • Fixed this using the above method
    • Edited the README to reflect the above changes
CL-000002 (The AI Update)
  • Made the following changes:
    • Made it so that the sprite of the rope changes depending on which side Wasd is compared to Arro
    • Made changes to the enemy AI
      • If a character leaves the area but the other character is still in the area, the rat will start chasing the other character
      • Made it so that the sprite flips depending on the position of the character it is chasing
    • Edited the README to reflect the above changes
CL-000001 (The Combat Update)
  • Made the following changes:
    • Made some changes to the combat:
      • Made sword swing faster
        • Speed was 1000 now it's 1500
      • Made sword swing either clockwise or counterclockwise depending on the last direction that character moved
        • Different depenging on whether it's Wasd or Arro
      • Made it so that both characters can swing their swords at the same time
    • Made some bug fixes:
      • Fixed bug where the enemy can still damage the player even if they're dead
        • Fixed this by checkinging if the death coroutine has started before dealing the damage
      • Fixed bug where dead enemies can be hit through walls
        • My previous fix for the aforementioned bug was to remove the collision which is what caused this bug
          • The fix for that bug also fixed this bug
      • Fixed bug where sometimes swinging the sword would make the enemies go flying way too far
        • This was caused by having the coroutine that stopped velocity in the sword's script so this coroutine would not conclude if the sword was destroyed before the timer was up
        • Fixed this by putting the coroutine in the enemy's script instead
    • Edited the README to reflect the above changes
CL-000000 (The First Update)
  • Made the following changes:
    • Added Unity project as it was when submitted
    • Added .gitignore file
    • Edited the README to reflect the above changes

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A top down adventure game for the GMTK 2021 Game Jam themed "Joined Together"

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