Sherwood Slasher - Prototype Release


Sherwood Slasher is one of our earlier projects. We started it shortly after our first game jam (when we madeZerg Rush) in late 2022. Unfortunately, we put it on the backburner in order to focus on school and other obligations. It sat on the shelf for so long that attempting to start it up again required a lot of work--refamiliarizing ourselves with the code was a seemingly big hill to climb. This made it difficult to work on the project during the semester, so we ended up starting and finishing multiple other projects. 

Fast forward to 2024:

We got our fill of making technical, non-game projects (simulations, visualizations, and tools), and were ready to make games again. We returned to Sherwood Slasher and were pleasantly surprised with the work we had already completed. We initially intended on adding a few things and then publishing it as is. However, we found a better way to organize some of the systems and started making those changes. Once we overhauled/implemented certain systems, things were coming together quickly. Toward the end of the spring semester, when big-ticket assignments and finals took priority, the game was forced on the backburner once again. However, this time we made sure to return to it after the semester was over. And now we have an early version of the game to share.

. . .

We started making this game because we were interested in making a twin-stick shooter with systems typically involved in these types of games. This includes random generation, basic enemy AI behavior, loot drops, combat and inventory systems, equipable items with stats, and controller support. These are mechanics we like, but weren't appropriate for previous projects. Our specific focus for this iteration was implementing dynamic 8-directional animations, a customizable loot system, and customizable map generation system. 

8-directional animations:

Implementation was a fun challenge for both the art and programming processes. Equipable items are drawn and set on multiple layers, and each  combat style (1- hand, 2-hand, bow) has it own unique animations. This allows for immersive animations that reflect the equipped items. A player equipped with a cowl has different attack and movement animations when a 1-handed sword is equipped versus a 2-handed sword. The backend code is structured so that new items can easily be added and applied with corresponding action animations. 


Customizable loot system:

Games with detailed loot systems, like Runescape, inspired our approach to the loot drops in this game. It is programed with different, weighted tiers of drops. Each tier contains customizable options that can be further modified individually by amount and drop weight (loot table > drop tier, tier hit weight > item> amount, drop weight).  A strong foundation is set for easily adding and customizing new items.




Map Generation:

This system is incorporated similarly to the loot system. Essentially, the map is a collection of square rooms randomly selected and organized into a grid. Each of these rooms has a different static physical layout (lake, hills, plains, etc.) which have their own hit weights. The variation goes a step further with different pre-made options for each room (number of slimes, items spawned, etc.) that again have their own hit weights. This system mixes direct customization and randomness in a balanced way that provides a new and engaging experience every run.

. . .

There is still more to do. 

We have many more things we want to add and improve upon. However, this game is not our main focus, and we don't have a solid roadmap in place. With that in mind, updates and new versions will probably be unannounced and sporadic, likely with us experimenting with new features we think are cool. Anyway, we hope you enjoy this version of the game. 

Until next time,

Lone Z

Comments

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Appreciate this writeup! Doing 8 directions of animation especially when players can change their weapons/clothing can be a real pain.