Rune of Revenge

Virtual CodeDay Fall 2021 ∙ 
https://codeday.sh/runeofrevenge
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Rune of Revenge tells the story of a man and his wolf companion who must tread through different dimensions to avenge his family. The man uses a rune, within it the soul of the wolf, to summon the wolf or even turn into a beast in times of need.

I've been working on this game solo for a couple of months so all I will be doing is adding stuff to it:
-Creating a wolf companion that aids the player in times of need.
-Creating a fully functioning playable werewolf.
-Creating a directional hit-based reaction system
-Improving unarmed combat liquidity
-Creating functionality for two-handed/heavy weapons
-Making combat more "fun"


How much experience does your group have? Does the project use anything (art, music, starter kits) you didn't create?

I've been learning game development for almost exactly a year now. The project uses some assets that I created, and some that I purchased. But all logic is created/implemented by me.

**Note from CodeDay Team: a lot of this project was made before CodeDay. That is allowed, just take into account what was done this weekend vs already existing. (Everything done during Codeday is listed above & in the video)

What challenges did you encounter?

-Setting up the wolf companion and the werewolf player were both far harder than I anticipated. Both required rigorous amounts of work to get looking decent. (Especially the werewolf player). I literally stayed up till sunrise on both Friday and Saturday nights to get everything done.
-Setting up the brain of the wolf companion was tricky since I needed it to follow the player and attack an enemy on site.
-Also, summoning the wolf was so annoying because my "do-once" node wouldn't do once, which pissed me off causing me to watch an entire movie before I continued work again.
-The directional hit-based system took some thinking but eventually got it running after reading some documentation.
-Creating the functionality for two-handed weapons took me a bit of time because I needed a way for the game to know if a weapon is a "two-handed weapon" or not, I eventually stuck to using booleans on both the weapon and the player to interact with each other.
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Participation Certificate

Awards

Audience Choice - Winter 2021

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Ashraf