Postmortem


For the final assignment in my coding 2 class we were tasked with making a short game that implemented everything we had learned over the course of the semester. Items, enemy AI, and save systems were some of the main focuses, which I thought would lend themselves well to an adventure game. Using some assets from FAB, I built out three levels of a sewer system and implemented wooden monsters as the enemies. I knew I didn't want my game to have a human protagonist, so I got a lizardman instead. Included in this devlog is a full playthrough of the game.

Enemy Behaviors Include:

  • Hearing and Sight
  • Patrolling along a designated route
  • Attacking the player (from melee and distance ranges depending on an instance-editable boolean)
  • Fleeing from the character and reporting their location to bigger enemies (for the little guys only)
  • Getting frozen in place once the player activates the glowing skull's item ability
  • Dying and ceasing all actions

Items and Their Functions:

  • Glass Bottles that can be thrown to create distracting noises
  • An axe that can be used to attack enemies (has a brief cooldown period)
  • A glowing skull that can briefly stop all enemies in the level from acting
  • Keys that correspond to specific doors.

Get Kobold Quest

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