Inspiration
We were largely inspired by other successful 2D dungeon crawlers (Soul Knight, Binding of Issac, etc.) and sought to bring our own spin to the genre.
What it does
The game is an entertainment-focused, challenging dungeon crawler where the user is meant to traverse throughout an ever-expanding dungeon.
How we built it
We built the project in Godot and GDScript despite not having much prior experience.
Challenges we ran into
The main challenge we faced was the implementation of the procedurally generated map, consisting of rooms generated in (somewhat) random locations and connections/walkways to other rooms in the map.
Accomplishments that we're proud of
Frankly, we were quite proud to be able to create the basic frameworks in Godot, which we were not confident in given our limited experience in the game engine.
What we learned
Most of what we learned was about the nuances of GDScript, especially that of the animation and tilemaps, which were especially hard to track documentation for, given the constant reworks to the engine.
What's next for Duck Gun
If possible, we intend for the project (which is not fully complete yet) to be able to become playable (with all the features that we wanted in mind).
Built With
- gdscript
- godot
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