Doucmentation + User Guide


Differences from original concept

Originally I planned for you to only be able to have a limited number of spell slots and it would cycle through them shooting them 1 after the other, I instead chose to just give each spell its own individual cooldown. This was done because the original idea did not seem as fun once I started working and testing the game. The game end was originally going to be between 10-20 minutes, this was changed down to 6 minutes because I think the game was not as fun as planned and any longer would make it drag on too long. Multiple enemies were planned instead of just one with increasing health over time, I just did not end up completing that. 

Asset list

sprites:  The hat+walking is a wizard hat that represents the player character,  lightning sprite for the call lightning spell, spike holes to show where the spikes are coming up, spikes for when the spikes come up on the boss fight, boss2 is the alive sprite for the boss fight with boss2dead being what it turns into after running out of health.

Tiles: test6 is the tileset that was used to build the floor of the game and background2 was used to build the background of the game

anim: Just the move animation to rotate the hat in the direction the character is walking

scenes: Titlescreen,Game,Highscore screen, Game win, Game lose

prefabs: arc,rock,spell,wave are all player attacks, spawner is to check to make sure the spawn prefab will be place on the floor, player is the player, enemy is the enemy that gets spawned, boss2 dead is what the boss turns into, bossproj is what the boss shoots at you, xp orb is what is dropped when an enemy has been slain, spike spawner is there to give warning to make sure the spikes are place in bounds and so they dont just insta spawn under the character

scripts: countdown counts down till the boss spawns, EnemySpawn is is what spawns the enemy from the spawner, ArcBounce makes the arc spell bounce to nearby enemies, BossAttacks controls what attacks the boss will be using, bossLaser makes the laser deal damage, bossSPAWN spawns the boss after a set time and disables mob spawners while deleting all currently spawned enemies, BRingDamage makes the enemies take damage from the ring, BurningRing just contains how much damage it deals, CastLightning casts the lightning attack on a cooldown targetting a random enemy in range, CollectEnemiesInRange collects the enemys that are within a collider attached to the player and places them in a list while returning the closest one, DestroyBossProj destroys the boss's attacks after a set amount of time while controlling its damage, DestroySpell, destroys the deafault spell on contact/after a set time while controlling its damage,DestroyWave destroys the wave after a set amount of time and makes it deal damage to enemies, DisplayHighScore displays the current highscore on the highscore screen, DisplayScore displays the current score on screen, EightWayMovement allows the character to move in eight directions, EnemyHealth controls the current and max health of the enemy, EXP allows the player to collect exp, HurtOnCollision allows the player to take damage when colliding with an enemy, LevelUp displays the levelup screen and pauses the game, PlayerEXP tracks the player exp and displays it on screen, PlayerHealth tracks the players health and displays it on screen, SceneSwitcher allows buttons to be used to change scene, Score tracks the players score and switches scenes if the player dies or the boss is defeated while setting highscores, Shoot shoots out the default spell, ShootArc/ShootRock/ShootWave all shoot out their spells, SpawnEnemy spawns an enemy spawner to check if it's within bounds before spawning an actual enemy, spawnspikes spawns spike holes to give warning before spikes spawn, SpellManager manages the level of the spells, spike allows the spikes to deal damage.

User Guide

Wizards From Other Planes is a top down roguelite where the aim of the game is to kill as many enemies and collect as much experience as you before the boss spawns in. After 6 minutes of fighting basic mobs a UFO boss lands and starts attacking the player, this boss has 4 different attacks: Barrage, it shoots out a barrage of 5 projectiles at the player; Shotgun, it shoots out 3 projectiles at the player in a cone; Spawn spikes, it makes spike pertrude from the ground and laser, a spinning laser covers the entire map. The controls are simply WASD movement and clicking on level up/menu buttons. Upon leveling up the player can choose from 8 different upgrades

  1. Health up: raises your max hitpoints by 2 and heals you 2hp
  2. Movement speed: raises your movespeed slightly
  3. Spell: raises the damage of your default attack. spell is on a 0.71 second cooldown
  4. Rock Throw: first level enables the spell and ever level after that raises the damage. throws a high damaging rock at closest target, spell is on a 3.75second cooldown
  5. Cast lightning: first level enables the spell and ever level after that raises the damage. spell does highdamage and selects a random target in range to be struck by lightning, spell is on a 5.73 second cooldown
  6. Tidal Wave:first level enables the spell and ever level after that raises the damage. shoot out a tidal wave that pierces target and does moderate damage spell is on a 5.73 second cooldown
  7. Arc: first level enables the spell and ever level after that raises the damage. Shoot out a spark of electricity that can bounce between multiple targets, spell is on a 4.17 cooldown
  8. Burning Ring: Enables a ring around you that will deal damage to all enemies within the ring.

Files

WFOP.zip Play in browser
Oct 16, 2022

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