Final - Day 7


Ratchatcher

You've been hired to clear the castle of its rat infestation.  Hunting rats is below the castle guard, but kicking a peasant is practically sport.  Beware the Guards as you follow your trusty Ratter through the castle halls. 


Day 7

Yep, we lost two days there.  So the scope was reduced.  I did focus on getting some things in that were not on the list.  A stats screen which doesn't track too much, and sound effects.  I think the sound effects were the most useful edition in my final day of work towards making a complete game. On top of those two features was also a whole bunch of bug-fixing. Except for one that I couldn't track down, so if you see a guard with a white square silhouette, he's special...

More advanced AI for the rat behaviour was dropped, they continue their drunken walk through the castle.  Maybe next year I'll start by implementing the turn based grid system I have in mind.  Without the updated Rat AI the Traps aren't as useful as originally intended but they still pitch in during a tight battle.

I also had to drop my secret plans for a boss battle =( this was the saddest part of all this season.

Final Todo List

  1. A winning condition ( clear a number of castles )
  2. Entities that spawn entities on a timer / environmental factors  ( rat nests that create rats )
  3. Modify AI for more seek/avoid behaviour ( baited traps, avoid guards, prefer staying near walls)
  4. Spawn friendly AI entities ( ratters to help the player )
  5. Scale based obstruction (rats can scurry under furniture that blocks the player)
  6. Switch to a turn based grid movement system
    1. I really want to do this, I have a "superhot" style idea but the engine is so realtime based that this may be too much of a lift for the week :x 
  7. Secret boss battle with Rat King

Files

ratcatcher.zip Play in browser
Mar 10, 2019

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