Dev Process


In the first week, we just discuss about the general ideas of this game, we searched some assets and decided to design a game from the assets we got. The dog knight asset and the medieval castle terrain attracted us a lot. Therefore we came up with the story of the dog knight fight some evil trolls. During this week, the assets were imported and the basic movement of the dog knight was implemented. 

In the second week, we built all three levels for our game. The medieval dungeon asset gave us some ideas about how to make the dog knight pass through each level. We just made each level as a floor of the dungeon, and the dog knight needed to survive from the attack of the trolls. After the dog knight found the key, he needed to go up the stairs to the next floor which would be the next level. The enemy AI is implemented during this week, so they will follow the dog knight. The key was added, and some basic animation for the wood case and dog knight movement were also built. However, in this week, we didn't implement the damage to the dog knight when the enemy hit him, and we also didn't implement the attack ability for our dog knight. 

Feedback: 

Because we didn't implement the attack ability during the second week. A lot of people pointed out this problem during the beta test. Some people were wondering about how the bones would do. They suggested we could do more for the bones collected such as increasing the health, changing weapons or gaining new abilities. Also, there was no way to quit the game. People liked how our camera originally worked but didn't like how "spinny" it was. It also was not clear to everyone that the main character was a dog. The lack of music made people confused at to what the vibe of the game was. Also, the animations were on loop instead of according to player movements

In the last week, we first added the attack ability to our dog knight and the damage from the enemies when he hit them. We added the menu page for the user to start the game and select levels. We solved the problem that the light would be darker after the player went to the next level. We also added some sound effects for the dog knight's footstep, collecting bones  and keys.

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