A top down adventure game for the GMTK 2021 Game Jam themed "Joined Together"
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
- Programming
- Art
- SFX
- Special Thanks
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