Gun and Sword: Part 9 The End

Created by Brad Tully
September 15, 2020

It has been a while! The time has finally come though! This is the final entry into the Development Blog for Gun and Sword. Since I last updated the blog the biggest change to the game is the addition of sound. Now the game has music and sound effects to add to the experience. In addition to the sound I have been finding and fixing bugs within the game. I have also been making minor adjustments to various aspects of the game to increase the overall playing experience. You can now play the game HERE. I suggest using Google Chrome when playing. Also note that the aspect ratio of the game is messed up in the windowed version so I would also recommend playing the game in full screen mode to get a proper HD aspect ratio and not have parts of the game chopped off. Cheers and thanks for reading!



Gun and Sword: Part 8

Created by Brad Tully
July 10, 2020

Was a picture of the start screen Was a picture of the controls screen

For this update I have made the starting menu and the controls page for the game. I have also been going through the game to find bugs and fix them as well as fine tune certain aspects of the game. I also fully implemented the death and respawn system. When the player dies they will respawn in the first room of the level with full health and stamina. The room that they died in will reset (the enemies that were still alive will be destroyed and when the player reenters the room new enemies will spawn). I also put together all of the pieces of the game so now the game can be fully played from start to finish.



Gun and Sword: Part 7

Created by Brad Tully
June 19, 2020


Was a picture of a behavior tree

For this update I made the third and final boss fight of the game. I decided to change things up a little bit for this boss fight. This boss fight features two different bosses. The King who wields dual maces and primarily focuses on melee attacks. He has one attack where he swings forward his right then left mace. For his other melee attack he swings forward both maces and then follows it up by swinging them out and then smashing them together. For his one ranged attack he shoots out a bullet that doesn't deal damage but grows vines around the player and holds them in place for a few seconds. The Queen focuses primarily on ranged attacks. Instead of chasing the player she moves around the room from point to point. When the player is far away she shoots one bullet from each of her guns. When the player is close, she does a smash attack with the spikes on her guns. I decided not to give the bosses multiple phases this time because I felt that there was substantial complexity in having to balance avoiding attacks from both of them at once while also attacking them with both guns and swords. I also feel that this boss fight is the perfect send off for this game because it is a true test of what the game has been teaching the whole time. The vast majority of the game involves the player fighting both melee and ranged enemies at the same time. So this is a good final test that forces the player to take those skills they learned to the next level with two aggresive enemies that are stronger and larger than any they have faced up to this point.



Gun and Sword: Part 6

Created by Brad Tully
June 2, 2020


Was a picture of a behavior tree

The focus of this update was the second boss fight. As with the previous boss fight this one also takes part over two phases. During the first phase if the player is within melee range the boss will go for a clap attack where he takes his two arms from the back and whips them forward. If the player is at a distance the boss will shoot out gears in front of him while spinning around. The gears that he shoots off will bounce off of the walls three times before being destroyed. Once the player gets the boss's health down to fifty percent he will do an explosion attack and enter phase two. During phase two if the player is close he will do either the clap attack or the explosion. If the player is far away he will do the spinning shooting sequence again, but this time he will be shooting gears both in front of him and behind him. He has another long range attack too. The boss will walk to the center of the room and electric bolts will shoot out from each of his arms and he will spin around. There are also two electric fields on the left and right side of the room so the player will have to circle around the boss in a safe area. The behavior tree is pictured above.



Gun and Sword: Part 5

Created by Brad Tully
May 21, 2020

For this update I did a few things. The first thing I did was make it so that the player has their guns in their left hand and their swords in their right hand. I did this because with the addition of new weapons it felt more natural to have both types of weapons out at once and switch between weapons of the same type. Now with this change left click shoots the guns and the right click attacks with the melee weapons. Branching off that point I added a shotgun to the game. It fires a spread of four projectiles at a time and has a longer cool down time between shots. I added the frost thrower. The frost thrower does little damage but slows down enemies until they're frozen. Once they're frozen there is a damage multiplier applied when they're attacked with melee weapons. I added the lance to the game. It has a high attack rate with low damage. It has a unique trait where it is the only weapon that can destroy the shields of the shield enemies. The shield enemy has a shield that blocks all weapons except the lance. Once the shield is destroyed it behaves in the same way as a regular melee enemy. The last thing I added to the game this week was the dive bomber enemy. They run at the player quickly and explode when close. If the player shoots them once the bomber will explode in place.



Gun and Sword: Part 4

Created by Brad Tully
May 15, 2020


Was a picture of a behavior tree

This update to the game was all about adding in the first boss fight. The boss's name is the Frozen King. The boss fight takes place over two different phases. During the first phase the boss will shoot four frost shots (two from the left hand, two from the right) at the player if they are far away. If the player is within melee range the boss will try to hit them with the left/ right sword jab combo. Once the player gets the Frozen King's health down to fifty percent he will enter phase two. To start phase two he will do the spinning sword attack. When the boss's health is at or below forty percent he will do a one time drop of health and stamina items that will restore forty percent of each resource to the player. In the second phase the speed of the boss is increased and he will continue to use the frost shot and the left/ right sword jab combo. A new close range attack is introduced in the second phase. The attack consists of a frozen cloud being bursted which if it hits the player will freeze them in place and the Frozen King will follow it up with a devestating double sword hit that deals high damage. Finally when the boss's health is less than fifteen percent he will do one final spinning attack in desperation. The behavior tree of the boss is pictured above.



Gun and Sword: Part 3

Created by Brad Tully
May 8, 2020
Was a picture of procedurally generated levels... Was a picture of procedurally generated levels... Was a picture of procedurally generated levels... Was a picture of procedurally generated levels...

For this update I focused on level generating. All of the rooms are the same size and shape. They differ in the number of doors that they have. They can have 1-4 doors on them either going up, right, down, or left. The result is that you have levels that can very a decent amount in how they branch out in different directions. After I got the level generator working properly I then made it so that 5 enemies will spawn in a room when the player enters it. The number of melee and shooting enemies is random. I also made it so that the player could not leave a room until all of the enemies have been defeated. Following that they can return to and from rooms that have been cleared.



Gun and Sword: Part 2

Created by Brad Tully
April 20, 2020

The focus of this update was to add juice to the game. I did this by adding camera shake for all damage dealing and receiving. There is larger camera shake when the player is dealing damage then receiving it. I also made it so that whenever the player or enemies take damage they flash a different color. I also added a trail renderer to the player when they dodge as well as making them turn transparent. Now when the player dodges they have invinciblity frames too. I also improved the sword combat so that hits are more accurately detected.



Gun and Sword: Part 1

Created by Brad Tully
April 3-16, 2020

To start the game I first started by adding the controls and player movement. The player could aim, move, dodge, change weapons and shoot/ attack with the sword. Next I added the melee enemies. The melee enemies chase the player around and when they get within a close range they will attack. I also gave them health and they receive damage from the player's attacks. After that I gave the player a health and stamina bar as well as giving the enemies a health bar. I added in the mechanic that enemies that are killed with a sword will drop ammo, enemies killed with a gun will drop stamina points and enemies that are killed using both weapons will also drop health points. The final thing I added to the game at this point was shooting enemies. They stay stationary and fire bullets at the player.



Gun and Sword Game Design Document

Created by Brad Tully
Updated: July 10, 2020

Project Description

This game is going to be a 2D top-down action adventure game that focuses on combat and resource management. There will be both guns and melee weapons with different abilities and attributes. It will feature procedurally generated levels that culminate in a boss fight. It will be in the realm of a semi-difficult game.

Game Mechanics

The core mechanics of the game are shooting guns and attacking with melee weapons. The player will toggle through guns using the ‘Q’ button or mouse scroll down and toggle through melee weapons using the ‘E’ button or mouse scroll up. In order to get ammo to reload weapons the player must kill enemies using melee weapons. The player will get stamina to dodge by killing enemies with guns. The player will get health by killing enemies using combo kills where they use both guns and melee weapons in a combo to kill enemies.

Controls


Move: WASD and Arrow keys
Toggle Guns: Q, mouse scroll down
Toggle Melee Weapons: E, mouse scroll up
Shoot: Left click
Attack: Right Click
Dodge: Spacebar

Enemies

• Shooting enemies- enemies with guns that will fire on them from a distance
• Shield enemies- Carry a shield that bullets can’t penetrate they will slowly march towards the player to try and attack them with a melee weapon
• Melee enemies- Carry a melee weapon and rush the player to attack in close range
• Dive bombers- Weak enemies that rush the player and try to blow up next to them

Bosses

• Boss 1: Frozen King- He wields two swords, his attacks include a double jab, a frost shot, a spin attack and a frozen cloud that freezes the enemy in place followed up by a high damage double sword attack
• Boss 2: Robotic Slayer- He is a robot, his attacks include a clap attack, a spinning shooting sequence with projectiles that bounce of the walls three times (there is one that has projectiles shoot in one direction and another that has them shoot in two directions), an AOE explosion, and an attack where there's two AOE electric fields on the left and right side of the room while the boss spins shooting out electric bolts from all four arms
• Boss 3: Queen and King of the Dungeon- The King is melee focused. He has two maces, he does a left/ right jab combo, he has a double slam combo and if the player is far away he will shoot a projectile that doesn't deal damage, but will hold the player in place. The Queen is range focused. She moves from point to point in the boss room and she shoots two bullets at a time at the player. If the player gets close she will smash the player with her guns.

Weapons


• Pistol- fire one bullet at a time, moderate damage
• Shotgun- fire a spread of 4 bullets, high damage when whole spread hits
• Frost Thrower- shoots ice, does little damage but freezes enemy leaving them susceptible to melee attacks
• Lance- fast small damage attacks, sword that makes the player lunge and can knock back enemies with shields
• Sword- swiping attacks, mid damage and speed

Losing

The player will die if they take too much damage from incoming attacks and their health is at or less than zero. The player will respawn in the first room of the level with full health and stamina. The room that they died in will reset, all of the enemies will be destroyed and upon reentry new enemies will spawn.

Level Design

The game will be made up of three floors. Each floor is made up of ten procedurally generated interconnected rooms. At the end of each floor will be a boss fight. After killing the boss the player will advance to a new floor the game will end at the last boss fight on the third floor.