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Project 2: No Cure For Madness again

O v e r v i e w

No Cure For Madness was the name i decided to give to this short game set in a western environment. I used this idea for my first three games, the first, a console text game that was very primitive. The second, this game, a 2D walking simulator and the final game; a 3D isometric game.

A b o u t _ T h i s _ P r o j e c t

Development Time: 6 Weeks

Due Date: 16th Dec 2023

Final score: 95/100

Final Evaluation

"I think overall this game went better than the last because I spent more time on it. There was a rush to get it done in the end and it still lacks a lot of features that I would have wanted but I think it is better than the 2D game. In the end I spent more time creating the assets and the level than I would have liked and less time dedicated to coding and adding features to the game. I’m still getting better at scripting so I am not the best at things like coding the combat or AI but I tried my hardest to make it good in this game. My main focus was again on the art and design of the game but I am proud that I got some features working that I consider to be advanced."

The thing I am most proud of is the animators for the two functioning characters. These have death animations and hit reactions as well as a couple attacks and different run/walk/combat animations. That being said the large tank unit does not function as intended and doesnt attack the player and I didnt not have time properly setup the ranged enemy so they are just placed static in the scene. I think my greatest struggle in these projects has been trying to meet my expectations. I have learnt that I need to limit my expectations as I am never able to get what I want out of the creation of the games. But if I sacrifice some of the aspects of the game I am able to get closer to my goal. For example, I wanted to implement generated levels but I had to make the level static instead to focus on combat and the enemies.

On Isometric Aiming

One challenge that i faced at the beginning was getting the player to aim where the cursor is located. Not only this but whether the cursor should lock its position above the ground to allow for easier aiming. It was pretty hard finding isometric specific tutorials so I needed to create a aiming script that I could use with other scripts like shooting with weapons and such.

I also decided that when the player aims, the players rotation will lock towards the cursor. This is to prevent the player from being able to aim behind themselves and this did not look good with my IK setup.

Gif 4

Status: Ready