Wednesday, December 4, 2013

Unity Version of "The Depths" v1.0

First version of The Depths.  Has basic movement and sword attack.  First level is created, but the texture isn't great, I'll have to change the way levels are made.
IMPORTANT: There aren't instruction up yet: WASD to move, 'J' To strike.

Video of me playing:

Sunday, November 17, 2013

The Hidden Depths Multiplayer Proposal

I think my game would work well as a coop multiplayer game.  Since it's a room based top-down game, two people could play on the same screen.  I could stress teamwork with a few simple design ideas.  I would turn on "friendly fire", making it essential that each player knows what the other is doing, and not just hacking at anything that moves.  I'd double the amount of enemies to increase the difficulty.  With random weapons appearing, the most successful players would have to communicate with their friend to see who would most benefit in taking the item.  If one player just grabs all the upgrades, the second player will die quickly, meaning the first player will have to fight off twice as many enemies.  Hopefully, my game will be difficult enough, that coop would be almost impossible to beat with your partner dead. 

Monday, November 11, 2013

The Hidden Depths 1.2

The new version of "The Hidden Depths" can be played HERE.  The YouTube video will go HERE.


  • Sound effects
  • Boss Battle (can be reached after a certain amount of kills)
  • Hit Speed (No more spamming the hit keys)
Known Bugs:
  • Sounds are delayed when first called.  Need to preload them.
  • Item spawning is still terrible, and will spawn outside of a reachable area
  • Music caused construct2 to crash, so won't be added until I switch to Unity

Sunday, November 3, 2013

"The Depths" Game Minute

You are immediately placed in a sandy temple.  You have very little time to get used to the surroundings as three green zombies head towards you.  Swinging your sword at them, you back away.  It's.... not very effective.  After 4 or 5 strikes they finally die.  You notice a red power-up just appeared near you.  You grab it and head to the next room, where you are immediately surrounded by 5 zombies.  You swing at them, and notice they are falling much easier.  The power-up must've helped.  After slaying the zombies, you notice a green pill has appeared.  You grab it and head to the next room. 

Tuesday, October 29, 2013

Hidden Depths 1.1

Sorry that I'm turning this in late.  Construct2 crashed on me, and I lost a massive amount of work.
Depths .2:  
Things added:
     -New rooms
     -A blood splatter will let you know you hit the enemy
Things Fixed:
     -Player now turns the way they are moving
     -Enemies are a bit smarter
     -Better hitbox for the player

Sunday, October 13, 2013

The Hidden Depths Prototype

Link to game:

This is a very basic prototype of the battle system.  It only features two power-ups: damage and speed increases.  They just randomly spawn right now, but I'd like to add specified item rooms soon. There are no other rooms at the moment.  In this version you can win by defeating 10 enemies, but in the final version, I would like the end goal to be completing the stage. 


Saturday, October 12, 2013

Focus 2.0: The Hidden Depths

Title: The Hidden Depths

This game features a wide variety of weapons and skills.  Each playthrough features only a small fraction of the available weapons/skills.  Each time the player starts a new game, they have to change their strategy in order to cope with their new skill set.  The player can manipulate the world by finding new items, skills and treasure.  They use these to beat enemies and bosses, to get to the next level.  The end goal is to reach the final boss at the end of the temple.  The game is tough, so the player has to play many times in order to reach the end boss.  The toughness is meant to give the player a sense of achievement when they finally beat the final boss.  Played from start to finish a full playthrough takes a little over an hour. This game is unique, in that it requires experimentation mixed with skill in order to win.  Knowledge of the game mechanics is just as important as player skill.

Sunday, September 15, 2013

Game Idea #3: Become a Wizard

Story: Fantasy setting.  You join the College of Wizards where you learn how to control magic.  You quickly realize that the school is using their power for evil.

Gameplay: 2d isometric with spells being the main focus.  Different spells give you new abilities and make you more powerful.

Technology: A basic 2d game engine will work for this game.

Game idea #2: Build a pirate army (similar to Sid Meier's Pirates)

Story:  A new group of islands has been discovered in the 1500's.  You and your ragtag group of pirates must act quickly to gain control of all the precious resources on these islands.  You start with a small group of pirates but slowly build an army of skilled workers and fighters.

Gameplay:  Many RPG elements will be involved.  Hiring and training your crew will be the key to success.  Harvesting resources, building ships and towns, and training soldiers are all abilities that take time and money to do.  Being able to do this while fighting your enemies is important.  There would be two modes.  The management mode, where you can manage resources, create trade routes, and position ships. The second mode would be where all the naval battles happen. The fights would be in a 2d isometric view, with wind playing a role in how you can move the ship.  

Technology:  Most 2d game engines could handle making this game.  An online leader board might be fun so you can compare how much gold you have with other people.

Game Idea #1 The 2d Zelda-like game with a twist

Story:  I'd like to make this game with minimal text.  The story isn't unimportant but is simple enough to be shown rather then told.  The hero is trying to destroy the evil sorcerer that is close to destroying the world.
Gameplay: The world is set up similar to the early Zelda games, where the map is broken into squares. The hero starts off with almost nothing, the player should feel very weak compared to the sorcerer.  The most appealing part of the game should be the random weapons, skills, and enemies.  No two playthroughs should be the same.  Different weapons or items, should make the game feel different.  In the end the player should feel accomplished as they will use the skills gained throughout the game to beat an enemy (the sorcerer) that previously seemed unbeatable.

Technology:  This game is simple enough to be created with almost any 2d graphics engine.  No online capabilities are really needed as it is a single player game.  Maybe something to track achievements, so that multiple playthroughs can be encouraged.