Slayer in the Shadows
You can either install and run the game from the zip file or get it from PyPI with the following:
python -m pip install slayer-in-the-shadows
python -m slayer_in_the_shadows
github.com/letsbuilda/slayer-in-the-shadows
Awards
Scores
Ratings (show detail)
Overall: 2.1
Fun: 1.7
Production: 2.6
Innovation: 2
Respondents: 7
Files
File | Uploader | Date |
---|---|---|
slayer_in_the_shadows-1.1.zip
— final
Fixed unfinished game |
Anonymous4045 | 2023/04/02 23:48 |
slayer_in_the_shadows.zip
— final
Our unfinished game |
Anonymous4045 | 2023/04/02 17:10 |
trim.FD432C36-CC66-46B8-A886-E0E035467E0E.MOV
Enemy spotting player |
Anonymous4045 | 2023/03/29 01:48 |
trim.520C9E34-28C0-4C96-9D6E-42FC460E4186.MOV
Enemy idle movements |
Anonymous4045 | 2023/03/28 01:57 |
trim.4BDED3F7-6FA6-4246-8243-E0BF494006B3.MOV
Day 1 demo |
Anonymous4045 | 2023/03/27 01:33 |
Diary Entries
Day 1: Planning and Templating
We're making it the best of it though. Like most other people, when we heard "In the shadows," we thought of a stealth game. We'll be making a 2d side-scrolling platform game about a ninja/assassin taking out the members of an evil organization. The player must sneak around and quickly take out as many enemies as possible before it's too late!
We're going to be using Arcade. Last week, we made (the start of) a tower defense game to get a feel for the library, as many of us had never used it before. It went decently well, so I'm confident we can all make use of this framework to make something cool. We're also utilizing the Tiled level editor for making maps. I used Piskel to get the template sprites, but we'll probably find some assets online.
So far we just have some template character sprites (blue rectangle), enemy sprites (red rectangle), and some floor blocks (grey squares). Here's a small demo:
Day 2: GUI and Enemy Movements
We also decided to switch physics engines. Before, we were using Arcade's Platformer engine, but we decided to switch over to Pymunk so we could add in more complex abilities and functionality to the player and enemies. We also made the idle movement animations for the enemies, so when they aren't fighting, they scurry around.
All in all, we didn't accomplish as much as I'd hoped, given our team's size, but I suppose it's expected with so many people being busy.
Here's a demo of the enemy pattern:
Day 3: Enemy AI and Infinite Maps
We're also starting on designing map block assets so that we can develop all the levels.
Here's an example of the enemy detection system. It's a bit buggy, but when the enemy turns and sees the player, it goes after them:
Day 4: Merging Pain and Optimizations
Today we (by which I mean mostly FieryIceStickie) spent most of the time trying to resolve merge conflicts. Two of our branches drifted so far apart that they were almost lost at sea...
Anyways, after that ordeal was cleaned up, we worked on optimization to reduce the amount of computations done each frame. This allows for us to scale up the game more and still have it be playable on most semi-modern hardware.
We're also starting to add in some sound effects to the enemies and GUI, such as an enemy alert sound and a button click sound. We'll add a lot more in the next few days.
As for tomorrow, we really need the finalized map block sprites. Once we have all of those, we'll start making lots of levels and create the combat system.
Day 5: More Sound Effects and Animations
We also added in some sound effects, namely a whoosh sound from freesound for when the player jumps/dashes. We also added a little randomness to the pitch so that it doesn't get too repetitive.
We still need to fully integrate all the sprites, then we'll make all the levels and maybe add in a song and other finishing touches.
Oh, and think of a name...