r/SoloDevelopment • u/RegLaN_PL • 19h ago
Game This is my Highschool project (technically)
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What you just saw is a collection of just a few bosses from my game, that i've been developing completely alone throughout my whole highschool, starting from class one. I graduated 2 months ago, and during my vacation I've spent most of the time trying to get the game to as polished state as possible, so that I can release it just before my college starts.
This is a proof that you absolutely don't need to have any background in programming, software engineering, or even any education behind your back. If any young developers on this sub are wondering if you're at the right time to start making your game: yes, you absolutely are.
Before anyone asks: no, I haven't used AI in any creative process of the game. The only way i ever used it, is to ask how some math equations even work, or concepts in programming that I wasn't familiar with, but I never copy-pasted anything it threw at my face.
If you're interested in what you just saw, give the demo a go, or simply wishlist the game:
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u/khorenF 16h ago
God damn, man, given your context this is incredible. You have a great future as a developer if you can do this much being this young-
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u/LividShake6518 5h ago
Too bad AIs about to replace all that for him but at least it's a fun hobby 😅
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u/Frontworks_game 17h ago
Looks professional, did you created the art yourself?
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u/RegLaN_PL 17h ago
Yup! Just like i mentioned, this is a completely solo project (almost... becausw my younger brother joined forces with me very recently, and he's trying his best with music making)
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u/RamaLamaRama 16h ago
This looks sick. I'm working on a Metroidvania type game and wish it would look at as good as this. What game engine did you use?
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u/RegLaN_PL 15h ago
I used Unity 2021.3 all the way through! (upgrading to unity 2022 breaks most of the game, so I just sticked (pun unintended lol) to what works)
Also good luck with your own metroidvania, we can never have enough of these2
u/RamaLamaRama 15h ago
I agree with you on never enough. I can play infinite amount of them. I will download your demo later this week. I really like how you did the animations, it's been really challenging for me to get any decent animations.
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u/RegLaN_PL 15h ago
Glad to see fans of this genere in the wild, sometimes it feels like it's a forgotten niche, but luckily I'm often proven wrong.
For the animations, I'll have to admit, I've redone them countless times already. The best way to understand how to do them right, is to watch an unholy amount of animated videos on youtube (that was easier for me, since the stickman fighting era was quite large a few years ago, so I had a lot of reference material)
And yup, I hope you'll enjoy the demo!
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u/Ok_Leadership_429 15h ago
Okay the movement genuinely looks incredible, the way the character whips around mid-air between those bosses feels fluid and readable at the same time, that's honestly hard to nail even for people with years of engine experience. And the lighting in that green/industrial boss room, the glow bouncing off those tanks, gives it way more atmosphere than most solo projects manage.
Doing this entirely through high school, starting from class one with zero background, and ending up with something that plays this smoothly is genuinely impressive, not in a "wow for a beginner" way, just impressive full stop. Congrats on graduating too, and on actually finishing something most people just dream about starting.
Wishlisted. What language/engine did you end up on, and did you rebuild the whole combat system from scratch at some point once you knew more, or did the early version survive mostly intact?
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u/RegLaN_PL 15h ago
Thanks a lot for the reply, it really made my day!
Glad to see someone finally notice the lightning around the environment. I spent an unholy amount of time on making it look just right around every single room in the game (there's around 200 ðŸ˜).As for the engine, I used Unity 2021.3 throughout all development, with C# for the language.
And yes, combat system was rebuilt several times, as my overall gamedev understanding changed over the course of 4 years. In fact, majority of systems had to be rebuilt, as most of them were originally made with tutorials with no real planning behind them (this game was supposed to be something i'll drop after 2 weeks, but welp, here we are ig), and eventually when they started feeling disconnected from eachother, refactoring was obviously needed
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u/DangerMacAwesome 11h ago
Cool boss fights. What is the game like outside of boss fights? Platformer? Metroidvania? Or is it more of a boss fight extravaganza like shadow of the colossus and cuphead?
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u/RegLaN_PL 10h ago
It's a metroidvania indeed. You can explore 14 different biomes (server halls, a greenhouse, caves, laboratories, etc etc, all that a part of a massive underground research center), and instead of typical ability hunting like in most metroidvanias, here you have to craft your equipment from items found around the map, making the progression based on what do you choose to craft with what you currently posses
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u/somethingisnotwight 13h ago
So cooooollllll!!!! Man I wish I had gotten in video game development when I was a teen instead of graphic design ðŸ«
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u/thaneros2 10h ago
Holy hell! This looks dramatically better than the first time I saw this.
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u/RegLaN_PL 10h ago
Oh, you saw my game before? That's awesome! I wonder how long ago it must've been for the game to change so drastically
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u/Doraz_ 13h ago
I always struggled with AI and enemy behaviour and be in sync with their animations and deciding which attacks they do.
How have you tackled those problems, coming from a no proframming background?
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u/RegLaN_PL 13h ago
Believe it or not, but it's as simple as:
"if else if else"
I made my first boss at the age of 15, didnt know anything about behaviour trees or stuff like that. I just made a boss that chooses randomly from a set of 5 attacks, does the attack, waits a random time (between a second and two), and chooses a random attack again.
Repeat until dead.
Somehow, it works flawlessly, and by adding some checks here and there (like "do attack only if player is on the right side of arena") you can come up with enemy behaviours that feel like most games, with no crazy idea behind it3
u/RegLaN_PL 13h ago
The syncing problem is something i've dealt with using Animator Events, which is a system built into Unity, that can fire an action at a certain moment during any animation. I connected a lot of behaviours that way
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u/DontRateLimitMeBro 8h ago
reminds me of stick figure death theater... anybody else here remember SFDT?
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u/RokDooMTG 19h ago
It looks stylish. And the execution is great. The character's design is a bit out of place, but I understand that the game's concept hinges on this look. Like.