February - Boulder Scroll Shears


I knew February was a short month but life made it even shorter! The first few days of February were spent launching Epic Brick Battle and getting other affairs in order. The following two weeks were busy working on Boulder, Scroll, Shears. Finally, the rest of February was divided up among family visits & getting sick. 


It's unfortunate because I laid a lot of groundwork for Boulder, Scroll, Shears to have some very cool RPG elements to it, making for a very interesting take on Rock, Paper, Scissors. 


I was able to get a basic randomly generated room going (randomizes the lighting, the props (read: door in the background) and textures used in the room), Randomly spawned enemies (from a pool of 3 types, Zombie, Goblin Rogue, Goblin Mage), Random loot and a system to upgrade the character over time (unfortunately, I had to cap his level at 1 because I couldn't code up the other attacks in time). I also wanted to allow players to choose between a few different classes and maybe even choose a party to go dungeon delving with. 


Again, time constraints force me to focus on delivering something that is playable. That said, what you have in the playable version is the ability to fight your way through a randomly generated dungeon with a steadily increasing difficulty. A local "High Score Board" that keeps track of how far you were able to get before being ultimately killed.  


Regardless of what I was not able to accomplish, I am proud of what I was able to get done. Also, as some of you may have noticed, I used characters and motion capture animations from Mixamo to help me get this done faster. There is no music and the only sound effects you hear are when you or the enemies land a hit on one another. 


I hope you enjoy this release, I had a blast making it. Please check back for next month's game.


Cheers! 


Alvin

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