Post

First Game Devblog

About the game:

This game is called Tidepool Treasures and its all about being an ocean diver from an island with strange bone like spires for you to decend. You have to go dive into the ocean and bring back fish to sell to in order to decend lower down the underwater spire. Exploring the spire you will encounter great treasures and tough enemys making sure you dont run out of oxygen as you decend deeper into the dark abyss.

Critical information:

Single player 2D - top down rougle like.

Test:

To test the game, we can focus on the following aspects:

  1. Making sure that there are no sprite collisions.

  2. Top down view: Ensure that the game renders in an top down perspective correctly, providing a visually appealing experience.

  3. Rogue-like elements: Test the game’s rogue-like features, such as procedurally generated levels, permadeath, and challenging gameplay mechanics.

  4. Unity integration: Validate the integration of Unity as the game development platform, ensuring that all necessary assets and scripts are properly implemented.

  5. Art assets: Collaborate with Ethan, the art lead, to review and test the quality and suitability of the art assets created for the game.

  6. Gameplay mechanics: Playtest the game to ensure that the core gameplay mechanics, such as diving, collecting fish, encountering enemies, and managing oxygen levels, are functioning as intended.

  7. Performance and stability: Conduct performance testing to identify any bottlenecks or issues that may affect the game’s performance or stability.

  8. User experience: Gather feedback from playtesters to evaluate the overall user experience, including controls, interface design, and overall enjoyment of the game.

By thoroughly testing these aspects, we can ensure that Tidepool Treasures delivers a polished and enjoyable gaming experience for players.

6/29/24 Check in

I’ve starterd some major work into dungeon generation. Using a room first generation tactic and using an alogrithim to connect each room together. Using a workers type model to generate rooms tile by tile in random directions through out generations of these workers to make a more random type of room. By serializing the variables it makes it very easy to tweak what these rooms start to look like.

This post is licensed under CC BY 4.0 by the author.